Oh, shut up and help me remodel the Epic of Alexander page!
I couldn't miss the chance to practice my drawing!
Story[edit | edit source]
The clockwork fortress that manifested itself in the far reaches of snow-swept Dravania did bear an uncanny resemblance to the great steel giant sung of in the legends of the Hotgo, an Auri tribe hailing from far across the sea. Inspired by this tragic tale of a mechanical god who placed his trust in a single mortal soul, the minstrel spreads the proverbial wings of imagination and takes flight, weaving an impassioned ballad of hope and despair profound.
Progression[edit | edit source]
Living Liquid[edit | edit source]
After a few seconds of being pulled Living Liquid will hit the tank with Fluid Swing and follow up with Cascade, dealing raid wide damage, spawning three water tornadoes, and spawning Living Hand, splitting its HP in half. The Hand can be taken away from the boss to bait its palm, or kept together to bait its fist. When the hand has an open palm it needs to be next to living liquid, if its fist it needs to be pulled far away, if not the hand will wipe the raid in a few moments. following the hand slapping the ground both bosses will hit the target with a Fluid Swing cleave, can either be mitigated by both tanks or invulned by one. Four Jagd Dolls will also spawn which need to be hit by an individual DPS, here each dps needs to bring its HP down to 1-25% without killing it or it will wipe the raid. The dolls also give out an luminous exhaust stack that cannot reach more than two, or it will kill a player. once lowered, dps need to feed the dolls to the bosses slowly, as they explode and deal a ton of damage.
After the double tank buster two orbs will spawn from a tornado slowly moving towards the bosses, no player or enemy/boss can touch these orbs, so players must kite enemies around them and avoid them at all costs. After another tank cleave, the bosses are taken to the middle and all dolls should be taken care of. Here players should stack north and south of the boss to bait protean waves. Once the main AoE's go off, the 4 closest players will get hit with a wave and the 4 farthest will be targeted with a Sluice AoE, after each goes off the 4 closest go out and the furthest come close to the boss, as the wave gives a water resistance down debuff. Immediately after the tornadoes will tether to two players and must be taken by both tanks and somewhat far apart as they have an AoE. At the same time Living Liquid will do continuous Splashes, dealing raidwide damage and follow up with a cascade. Soon after six players will get a Throttle debuff that needs to be cleansed, and after a while the boss will use protean wave again, but the three tornados need someone close to them to bait their protean waves, this will happen twice. The hand should be pulled away after to bait another palm, and dps the boss down as he will do constant splashes, leading to another double tank buster and then an enrage cascade.
Timeline[edit | edit source]
|0:13||Fluid Swing||No cast bar.|
|0:30||Hand of Prayer/Hand of Parting||Which ability is used depends on whether the Liquid Limb was brought to the boss or not. No cast bar.|
|0:35||Protean Wave||Cast by tornadoes. No cast bar. Jagd Dolls spawn.|
|0:40||Fluid Swing||No cast bar. Used by both Liquid Limb and Living Liquid.|
|0:45||Hand of Pain||—|
|0:54||Luminous Aetheroplasm||Cast by Jagd Dolls. No cast bar.|
|0:54||Embolus||Cast by tornadoes. No cast bar.|
|0:58||Fluid Swing||No cast bar. Used by both Liquid Limb and Living Liquid.|
|1:13||Hand of Pain||Cast by hand.|
|1:20||Splash||No cast bar.|
|1:30||Drainage||No cast bar.|
|1:30||Hand of Pain||Cast by hand.|
|1:38||Throttle||No cast bar.|
|1:46||Hand of Pain||Cast by hand.|
|1:57||Protean Wave||Cast by tornadoes. No cast bar.|
|2:00||Embolus||Cast by tornadoes. No cast bar.|
|2:07||Hand of Prayer/Hand of Parting||Which ability is used depends on whether the Liquid Limb was brought to the boss or not. No cast bar.|
|2:18||Fluid Swing||No cast bar. Used by both Liquid Limb and Living Liquid.|
Limit Cut Intermission[edit | edit source]
Shortly after defeating Living Liquid, everyone will be marked 1-8, while at the same time, two hawk buster aoes opposite of each other will start rotating clockwise on the outer edge 4 times, then the center, repeating the pattern the second time. Players will need to wait until the first two hawk blasters and follow the pattern while at the same time baiting cruise chaser's limit cut without clipping each other. It's recommended to use Arm's Length and Surecast at the proper time depending on your number so you don't get knocked back into the wall from either the cleave or the dash. Depending on how comfortable they are on baiting the limit cut, players can either bait it on the outside or slightly inside of the outer edge, as long as everyone in the party are in agreement. After the limit cut and hawk buster aoes have resolved, players will need to mitigate Brute Justice's J-kick with shields and, if possible, a tank Limit Break (You will still be able get a Limit Break 3 before defeating Alexander Prime later in the fight).
Brute Justice/Cruise Chaser[edit | edit source]
Temporal Stasis Intermission[edit | edit source]
Alexander Prime[edit | edit source]
Perfect Alexander[edit | edit source]
Enemies[edit | edit source]
- Living Liquid
- Jagd Doll
- Living Hand
- Cruise Chaser
- Brute Justice
- Alexander Prime
- Cruise Chaser
- Brute Justice
- Perfect Alexander
Loot[edit | edit source]
- Colossus Totem
Achievements[edit | edit source]
Musical themes[edit | edit source]
The majority of the music used during the fight is covers of previous Alexander themes by The Primals: Living Liquid is fought to Locus, Brute Justice and Cruise Chaser are fought to Metal - Brute Justice Mode, and Alexander Prime is fought to Rise. Perfect Alexander, however, is fought to the Eorzean Symphony orchestral concert version of Moebius.