FFXIV Alexander (Normal): quick strategy guide

A quick and dirty guide detailing the simple strategies needed for Alexander Normal.

Hey guys! Here’s a quick little guide describing what you need to do in Alexander Normal. Each section will describe one boss, instead of one per page. Their difficulty isn’t that high, and having it all in one place is less of a hassle likely. Will update again tomorrow.

The first trash pile Faust – just burn it and have your OT pick up the adds and run around.

The Oppressor (Alexander Turn 1): Fist of the Father

  • ALARUM periodically spawn. Killing them leaves a field on the ground which minifies you if stepped on.
  • LASERS FROM THE SKY signify a huge missle coming.
  • Kill and leave the field on the laser target: minifying the missle (lol)
  • Avoiding the fly-up AoE: run furthest from its blast radius (remember ultima hm?)

Oppressor 0.5 and original must die within 30(?)s of each other, else wipe.

(Link to savage guide.)

‘Robot Gauntlet’ (Alexander Turn 2): Cuff of the Father

I honestly have no idea of the specifics in this fight. It’s easily doable in 1 pull, although making it faster is the point of doing this fight properly.

  • At least 1 guy should ride a robot. This robot rider has a few responsibilities.
  • Pull bombs away from raid using your pulling skill. Otherwise, raid simply moves away.
  • Riders can apply a VULN UP to mobs, which is mega value. Maxes out at 5 stacks on a mob.

ROBOT SKILLS

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(1) Man… I don’t know what exactly this does. Doesn’t seem too good.
(2) An AoE stun that’s pretty good at mitigating damage.
(3) Applies Vuln Up on target. Mega value
(4) Pull. Please, only use this on bombs *wink*

RIDER SETUP
Alot of different setups work, the safest being 1 DPS riding. When his energy level goes low – use the other machine.

Adds? Kill the special looking guys before the chumps, or even spider-tanks. Boomtypes and Jagds kick ass.

(Link to savage guide.)

Living Liquid (Alexander Turn Turn 3): Arm of the Father

This guy has 3 forms which he cycles through for most of the fight.

“Human” form

  • Nothing I remember specifically – just some fancy AoE’s.

Hand form

  • During the “one chunky hand” both tanks should stay in front to share the cleave (Kaliya).
  • Once they split, just burn them. Use some defensive as they stack a resist down debuff over time.
  • Wash Away is a pushback – just get close to the center, or furthers from an edge.

Tornado form

  • Kill adds… nothing too notable.

TETHERS? We didn’t really try many things to cancel it. You get stunned, but otherwise inconsequential if done incorrectly. Feel free to comment. They were easy enough to ignore.

At a low health percentage – the final phase begins. It’s signaled by Cascade, a basic AoE damage skill. Nothing noticeably new here. I’ll check it out again tomorrow.

(Link to savage guide.)

The Manipulator (Alexander Turn 4): Burden of the Father

Choose and kill one leg to kill first. There’s no value in spreading damage as they heal per phase. DPS the manipulator when it comes out.

Deez ballz

  • Blue sign above head signifies where the balls will float towards.
  • 2 sets of 3 balls spawn from the outside travelling towards the point. Does semi-heavy damage, heal through it or cycle party.

Getting sucked in

  • a simple mini-dps check. Kill the add and you escape. Nothin’ else to it.

Healer debuffs

  • Boss casts a red and blue hammer debuff. These two afflicted people cannot touch, else they die.
  • It can spread to new members who were previously unaffected.
  • Obviously, stay away from them at this time.

Tethers (laser)

  • Avoid having one guy eat more than 1. Simply block the line. Best suggestion here is

(Link to savage guide.)

Again, sorry if I couldn’t write a novel about these ‘turns’. They’re quite intuitive, and fun. Don’t expect something too difficult but this little write up will help you out in the days to come. For updates like us on Facebook. Questions? Twitter us. Check us out on YouTube and Twitch.

4 thoughts on “FFXIV Alexander (Normal): quick strategy guide”

  1. A2:
    The Gobmachine’s skill that stuns biological targets resets aggro on stunned enemies at the end of the stun duration. Tanks need to re-aggro enemies stunned by this quickly.

    A3:
    Man Phase: Tanks can be in DPS stance during this, damage is rather low with only minor group AOE damage.
    Final Phase: Has stacks like the split hands. Most groups swap at 4/5 stacks.

    (Also, as side note, at one point we DIDN’T have both tanks eating the cleave and it was still managable without even minor cooldown rotations though I would greatly suggest them, it doesn’t hit hard, just really often)

  2. A2 Robot Skills:

    – Skill 1 deals damage and slows mechanical targets (Dolls, Gobwalker, Widow tanks) in a cone. Does not work on biological targets. Costs 100 EP
    – Skill 2 deals damage and stuns(?) biological targets (Gobhard, Gobmind, Gobbies) in a cone. Does not work on mechanical targets. Costs 100 EP
    – Skill 3 adds Vulnerability to a target. Stackable to 5. Duration 20s. Costs 10 EP
    – Skill 4 pulls bombs. This is the priority skill as bombs give fire vulnerability debuffs and will wipe your party at 2-3 stacks.
    – Skill 5 recharges your EP gauge by siphoning mechanical targets at low health (Gobwalker, Dolls, Widow Tanks). Currently bugged.

    A3 Tethers:

    Tethers come in 2 forms: Attraction (+/-) and Repulsion (+/+ or -/-)

    – Attraction tethers need to spread out from each other. Once the boss uses magnetize, the two targets will go towards each other. If they hit each other, they deal damage to themselves. Most times you will find 2 targets get attracted into the tornado, which will take even more damage.
    – Repulsion tethers need to stack next to each other. Once the boss uses magnetize, the two targets will be repulsed from each other. The big thing about this is the repulsion distance, which could cause you to go over the edge of the arena, stunning you and get an electrocution debuff.

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