Alexander - Breath of the Creator (Savage) - A10S
By Shasta Kota of Death and Taxes <DnT> on Gilgamesh
"History itself stands in the balance as the steel colossus is revealed to have the inconceivable power to transport its occupants through time and space, a power which the Illuminati are all too eager to use to rewrite the past and remake the future in their own twisted image. With time quite literally of the essence, you must find passage to the very heart of the colossus, where the unfortunate Roundrox—the key to Quickthinx's dark plot—is being held captive. Once more unto the breach, Warrior of Light!"
Minimum required average item level is 250.
While this fight is definitely more difficult than A9S, it is also mostly mechanical. There are 2 points in this fight that can be considered DPS checks, but you can limit break to get through them if you need the help. Mainly, just focus on the mechanics which are very position-related. Enrage is set at a generous 12:30 (roughly). You shouldn't need that long to complete the fight as long as you have minimal deaths.
ACT Timeline Plugin
Quick Fight Guide
Enemy HP & DPS Requirements
Enemy Ability List
Note: Damage amounts listed DO include Protect mitigation but nothing else. Due to the difficulty with calculating damage reduction due to physical defense and magical defense, the "Dmg Target" column will tell what type of player the "Dmg Estimate" is for. Example: If "Dmg Estimate" says "20k" and "Dmg Target" says "DPS" that means a DPS with Protect but no other mitigation would take about 20k damage from the attack; a tank would take less damage from the same attack.
These damage estimates are for players with an average item level of 245.
One of the unique features in this fight is the presence of the three buttons inlaid in the ground. The northmost button has an image of a crystal engraved on it, the middle button is a spikey ball, and the southernmost button has an image of spikes. These correspond with the attacks that you will suffer when a button is pressed. Here are more details on these attacks and their effects:
The boss in this fight has a unique ability that can have multiple effects. Single Charge can have four different effects, which are somewhat randomly-selected (but sometimes more predictable). Each effect is telegraphed by the icon over the boss's head during casting. Double Charge will simply perform two of these attacks back-to-back, and Triple Charge is a 3-hit sequence. In Double Charge, the two abilities used are always distinct. For example, it will not use Bomb Toss followed by another Bomb Toss. This is also true for Triple Charge. There are four possible abilities used by Single Charge, the details of which are described below.
9 Gobsway Rumblerocks
14 Gobsway Rumblerocks
21 Single Charge
37 Single Charge
51 Gobslash Slicetops
61 Gobrush Rushgob
End phase at 85% HP
Before pulling, there are a few things you need to do:
Positioning the Boss
During the fight there are two times where you're going to want to hold the boss in a very specific spot. The first of these times is right at pull in phase 1. We prefer to pull the boss not far from where he starts. Position him just to the right of the northern trap (crystal), and face him north.
In case you missed it, the Single/Double/Triple Charge section covers the details of this mechanic. However, there are certain points in the fight where the type of Charge used is predictable. For example, in phase 1 he will only use 2 of the 4 possible Charges. There are two Single Charges in phase 1 and they will always be and , but their order is random. On some attempts he will start with the Spread mechanic, but other times he will use Stack first. Whichever one he uses, the other will be used on the 2nd Single Charge in phase 1. This is very important and you must pay attention to which one he uses first.
The next ability you'll see in phase 1 is Trap. When the boss uses this ability, he jumps onto one of the three buttons in the ground of the arena. For details on each of the traps see the Traps section. The first Trap of the fight will always be the southernmost . After hitting the trap, it will take 5s before it activates. In the case of the spikes, it will immobilize all players in the arena. This is the only time in the fight where the boss's Trap ability will activate Spikes trap. There are other points in the fight where you will have to activate it yourself.
This trap is always chosen on purpose, so that it works together with the Single Charges in phase 1 in an attempt to wipe the party. If you remember, the first two Single Charges are Stack -> Spread or Spread -> Stack; either way, the positioning they require is the opposite of each other. If you start with the Spread mechanic, you have to immediately move in afterward so that you are all stacked up and ready for the next Single Charge, which would be Stack. If you don't move to your positions in advance, the Spikes trap will prevent you from moving and people will end up dead.
One last thing to note about the Spikes trap is that it applies a small DoT too. There's only enough time for it to tick twice, for about 2500 damage per tick. It's not much damage, but at least one of your healers is probably going full time DPS in this phase so you might want to take this extra damage into account if you're solo healing.
This is the red spikey tether that always targets the main tank. It's also accompanied by a Prey debuff on the MT to make it easier to see. Damage is based on distance, so the MT needs to tank swap with the OT, and then run away from the boss. When the damage goes out, it deals damage in the form of a linear AoE so anyone else between the boss and targeted player will be hit by the attack. Because of this, you should always have your MT go in the same direction so it is predictable to allow for other players move out of the way.
You might think you can be slick and Holmgang the Slicetops to keep more uptime on the boss and trivialize one of the mechanics. However, the attack also applies Physical Vulnerability Up. This will get you killed on the next ability coming out (a physical tank buster). Technically, you can still use this method but you'll have to get that tank swap at the perfect time before tank buster damage goes out.
Goblin Rush + Gobrush Rushgob
Goblin Rush is basically the mini-tank buster that usually accompanies Gobrush Rushgob (the real tank buster). Basically, both of these do a quick series of three physical attacks on the main tank, similar to NIN's Dream within a Dream. This will require a cooldown or two as they hit pretty hard. Due to the fact that these are all physical attacks, putting up Eye for an Eye for these is a great idea.
This phase can be pushed at 85%. With everyone at ilvl 250+, it should be pretty easy to skip the tank buster in this phase. That will allow your healers to put more damage on the boss, so make that your goal for phase 1.
0 Discharge Cast
3 Gobsway Rumblerocks
10 Discharge Hits
13 Turrets Fire
22 Gobsnick Leghops
24 Clone Spawns
29 Single Charge: In
37 Gobsway Rumblerocks
38 Gobswish Spraymops (from clone)
47 Gobrush Rushgob
63 Ball Trap Hits
68 Discharge Hits
77 Gobslash Slicetops
80 Gobsway Rumblerocks
84 Gobsway Rumblerocks
97 Double Charge
110 Single Charge/Gobsnick Leghops
116 Gobsway Rumblerocks
126 Gobrush Rushgob
End phase at 60% HP
Discharge + Turret Trap
The Discharge ability will place AoEs on the ground in a line running from north to south. In this phase, the first Discharge AoEs go straight down the middle of the arena so you have to move out to the edge to avoid getting hit. This is easy to dodge because it puts AoE indicators on the ground for you. The second time he uses Discharge in this phase, it will have AoEs going along the edges of the arena instead. I'll explain how to dodge the second one when we get there.
The next trap the boss hits is going to be, which activates the Blizzard Arrow turrets. These turrets will fire . You have to move inward, to the middle, to dodge them. This attack comes immediately after Discharge, so the "dance" is basically: dodge out to the sides for Discharge and then immediately move back middle for ice turrets. This is a pretty simple dance compared to what you have to do in phase 4, so get accustomed to this now while the pressure is low.
Some people also refer to this mechanic as Extreme Caution because that's the name of the debuff that is placed on all players while the boss casts Gobsnick Leghops (which is admittedly harder to remember). This is a really simple mechanic. All you have to do is stop moving and attacking. Think of this as Blighted Bouquet from Turn 6 of BCoB or red jail from A7S. You cannot even rotate your character in place (right click with mouse), but you can rotate your camera (left click with mouse). You also cannot use any abilities or autoattacks. Due to the change to autoattacks in patch 3.4, simply turning away from the boss will not prevent autoattacks anymore. You must either untarget the boss (Esc on keyboard) or sheath your weapon. As soon as the Extreme Caution debuff wears off, you can go back to your regularly-scheduled genocide.
Clone: Lameprix Strikedocks
The boss will jump away a short distance, spawning a clone at his previous location before the jump. The first thing you need to focus on here is that the clone is a distraction! The boss will immediately start casting a Single Charge after he jumps and it will always be the "in" charge right here, meaning you have to move to the boss. Make sure you move to the boss for Single Charge and aren't distracted with attacking the clone instead. You can attack the clone while you move because you have a few seconds before Single Charge goes off. In particular, the offtank needs to grab aggro on the clone so it doesn't wreck the healer's shit.
The clone and boss will tether together in close range, gaining the Damage Up buff. This is ok temporarily while you're stacking up for the Single Charge, but after the boss finishes Single Charge, the offtank needs to pull the add away from the boss. The clone will cast an ability called Gobswish Spraymops covering the front 270 degrees in AoE, similar to Scrapline from A9S. Due to this, you need to keep the clone facing away from the boss and rest of the party. Other than that, it's not a difficult enemy. It doesn't really hit very hard and it has a small HP pool. Kill it and get back to killing the boss.
Discharge + Ball Trap
You may have noticed that the last Discharge + Trap combo worked in tandem to try to kill you. This combination behaves similarly, but inversely. If you think of it that way, it's not too difficult to get a handle on understanding it. Basically, you start with a second version of Discharge, which places AoEs along the edges of the arena this time. There are 6 AoEs total, 3 on each side, leaving the only safe spots in a small area around the Trap buttons. DO NOT move there right away; it's a trick!
, which is where the spikey balls drop down from the ceiling and land right where the traps are, which is also where your safe spots for Discharge are. The order of events is Trap -> Discharge. So you need to stand away from the buttons first, then move in after the spikey balls land. That will allow you to then dodge Discharge AoEs. It is important that you do not activate the traps while you're avoiding Discharge. Stand near the traps in the safe zone, do not stand on top of the traps.
That's the second version of the Discharge + Trap combos. In phase 4 they will combine these two combinations into a super-AoE-clusterfuck to really try to screw you up, but if you understand how these combos work from phase 2 then you already know how to handle it.
You should remember this mechanic from phase 1. This is the red/purple tether that attaches to the main tank. This will require another tank swap. The targeted tank just needs to move away from the boss, and everyone should get out of the way.
This Double Charge is always a random combination ofand charges. It will either be In->Out or Out->In.
You can push the rest of this phase by getting the boss to 60% HP. If you don't push his HP, he'll do either a Single Charge or Gobsnick Leghops (either one is chosen at random). Then he'll follow up with an AoE and tank buster.
0 --Start Phase--
12 Illuminati Hand Cannon
12 Brighteyes #1 Hits
20 Brighteyes #2 Hits
20 Steam Roller
30 Illuminati Hand Cannon
34 Gobsway Rumblerocks
38 Gobsway Rumblerocks
40 Steam Roller
46 Illuminati Hand Cannon
46 Brighteyes #1 Hits
54 Brighteyes #2 Hits
58 Steam Roller
66 Illuminati Hand Cannon
71 Gobsway Rumblerocks
75 Gobsway Rumblerocks
77 Steam Roller
83 Illuminati Hand Cannon
84 Gobsway Rumblerocks
90 Gobsway Rumblerocks
94 Gobsway Rumblerocks
98 Gobsway Rumblerocks
99 Steam Roller
5th Steam Roller causes Wipe
Before I go into more details on this phase, I wanted to mention that all the trap buttons in the arena are deactivated for this part of the fight. You can use the entire available arena to handle the mechanics in this phase.
The main feature to this phase is the large goblin vehicle that is trying to smash you to bits. The phase starts out with the boss going untargetable and jumping to either the north or south of the arena (random selection). The Gobpress will spawn at the opposite side of wherever the boss goes. This add has a fair amount of HP so go ahead and blow all your cooldowns on it. It will require a total raid DPS of 7875 to kill it in time, 100 seconds. You may be aware that there are a lot of DPS cooldowns at 90 second duration. If you are really struggling with the DPS check, I recommend holding a few cooldowns from the end of phase 2 and use them in this phase instead. If you use a 90s cooldown at the start of this phase, you can fit it in twice (assuming you don't kill it before 90s). You could consider using potions here too. In the worst case, you can limit break but this might prevent you from getting LB3 later, which you'll need to finish the fight.
Illuminati Hand Cannon
This is a simple line AoE that the boss will shoot at a random player. However, make sure all your melee DPS and tanks are stacked up in the middle (still attacking the Gobpress) to prevent anyone getting trapped by this and Brighteyes AoEs, which I'll explain next.
This is the most difficult mechanic of this phase. Like some other mechanics in the fight, this is an easy version which will allow you to practice before you get the hard version in phase 4. There are a few things you should know before explaining the strategy for handling this mechanic:
Now that you know all the information about how Brighteyes works, let me explain the simple method of handling it. Healers need to position themselves in the corners directly to the sides of the invulnerable boss, farthest away from the Gobpress. When the healers get hit by Prey, they will move forward to pass Prey to someone else. I recommend your 2nd set of Prey be passed to ranged DPS. If the ranged DPS are in the correct position already, they can simply stand still the whole time until Brighteyes hits them, then they'll need to move to avoid the fire puddle.
If you have a BRD handling the 2nd hit of Brighteyes, they may notice that they're out of range of the Gobpress for their Foe Requiem to apply. Because of this, they may want to move forward until they're in range. This is perfectly fine. It just means that one of your healers will have to run farther to pass Prey to the BRD.
Now we get to the most unique new mechanic introduced here, Steam Roller. Every 20s the Gobpress will use Steam Roller. Upon casting, the area directly in front of the Gobpress (about 1/4 of the arena's length) will be hit by a very high damage attack (about 55k to a DPS). The area immediately behind that (about another 1/4 of the arena's length) will receive knockback, but no damage. If you move about half of the arena away you won't suffer any effects. The "countdown" to this ability is shown by a very long cast bar on Gobpress so you should always know exactly when to move. After each hit of Steam Roller, the Gobpress moves forward a bit, reducing the size of the arena left accessible to you. After the 4th hit, you will be down to 1/4 of the arena, which means you can no longer dodge the damage from Steam Roller. Therefore, if you get hit by a 5th hit of Steam Roller, you basically just die.
0 Goblin Rush
8 Gobrush Rushgob
20 Triple Charge
37 Gobsway Rumblerocks
47 Gobsway Rumblerocks
53 Clone Spawns
56 Single Charge: In
66 Gobspin Zoomdrops + Gobswish Spraymops
69 Tether Spawn
75 Gobspin Zoomdrops
81 Gobspin Zoomdrops
87 Gobspin Zoomdrops
Soft phase change
0 Gobsway Rumblerocks
6 Gobrush Rushgob
11 Boss Dashes
11 Activate Spike Trap
21 Gobslice Mooncrops
26 Boss Dashes
32 Single Charge/Gobsnick Leghops
38 Gobsway Rumblerocks
42 Gobsway Rumblerocks
53 Prey for Brighteyes
57 Illuminati Hand Cannon
57 Brighteyes #1 Hits
67 Brighteyes #2 Hits
68 Single Charge
84 Gobslash Slicetops
91 Gobrush Rushgob
103 Turrets Fire
107 Ball Trap Hits
111 Discharge Hits
115 Adds x3 Spawn
115 Gobsway Rumblerocks
119 Gobsway Rumblerocks
126 Gobsnick Leghops
140 --Phase Repeats--
145 Gobbieboom Mini-Enrage
This phase reuses some of the earlier mechanics, with only three new ones. For example, here you'll see the first use of Triple Charge. This is almost exactly the same as the Single and Double Charges except it uses 3 abilities in a row. The three abiliites used will not repeat (each of the three abilities used will be unique). Make sure you have the boss re-positioned starting off this phase so that you have enough room to spread, stack, etc for the Triple Charge mechanics.
Gobspin Zoomdrops + Gobswish Spraymops
Another clone will spawn, and the boss jumps to somewhere on the arena. Make sure you go to the boss's new position for the Charge (In) mechanic and then run to the opposite side of the arena. Your OT needs to pick up the clone and move it away from the boss after the Charge, making sure to keep it facing away from the boss. The clone will use a 270 degree frontal AoE, so the party needs to stack behind it.
Around this time, the boss will start spinning, which deals damage in a small area immediately surrounding it; he will also become invulnerable. The boss will spawn a tether onto a player and move toward that person. The MT needs to intercept this tether and move the boss toward the edge of the arena. Once the boss has moved close enough to the edge of the arena, someone needs to hit the Blizzard Arrows trap button. The goal is for the boss to get hit by the ice turrets, but have everyone else avoid taking damage from them. The Blizzard Arrow will knock the boss out of its spinning attack and make it vulnerable again.
After a short while, the boss will jump toward the North end of the arena (near the crystal/Blizzard Arrow trap). As soon as this happens, someone (preferrably a ranged DPS or healer) needs to hit the Spikes trap (southernmost trap) ASAP. There is only a 5 second window after the boss dashes in order to hit the spike trap because it takes 5 seconds for the trap to activate and Gobslice Mooncrops has a 10 second cast time. The purpose of this is to prevent the knockback from this attack. If you don't activate the spikes, Mooncrops will knock everyone toward the edges where the lightning puddles are on the ground, practically guaranteeing a wipe.
Also, while the boss is casting Mooncrops, he still takes normal damage. Melee DPS and tanks should stand near the boss and continue attacking until he moves for the next mechanic. You can also still get rear positional bonuses if you stand directly north of the boss, although you'll be slightly inside of its hitbox. If you use the legacy camera mode and end up not facing the boss, you will be able to autoattack due to the fact that you can now AA without facing your target now. However, you will not be able to use abilities without sight of the enemy, and with Spike trap up you will be unable to turn your character to face the boss.
Around this time, you will encounter a new environmental/arena effect. Giant buzzsaws will swing across the arena about every 3 seconds and deal a lot of damage and knockback to any players who happen to be in a bad position. These buzzsaws will always go east-west across the area where the three trap buttons are. This effectively divides the arena into four safe areas. Make sure your players are in their proper safe area before the buzzsaws come out. It is possible to move from one section to the other while the saws are active, but it is an unnecessary risk.
Brighteyes - Last Phase
The basics of this mechanic are the same as they were in the last phase. This time the difference is that you don't have a steam roller to deal with, the buzzsaws will be out, and you have to adjust positioning and healing since the boss is still using abilities. Basically, you want to keep the same partners you established for the earlier phase's Brighteyes. This means two pair of healer + ranged DPS combos (if you only have 1 ranged DPS then use your OT).
Position the boss in one of the two middle sections of the arena. All tanks and melee should be in this same section with the boss. Pull the boss all the way to either the east or west wall (without walking into the ground AoE, of course). Then one pair of healer + ranged should be in the safe section directly north of the boss section, and the other pair will be in the section directly south of the boss section. The healer + ranged pair need to stay on opposite ends of their section (healer on east wall and ranged on west wall for example).
Just like in the earlier phase, the Prey will go onto healers first. After Brighteyes hits the healers, the healer should move over and pass the Prey to the dps, then back up as close to their fire puddle as possible without walking into it; stay inside your buzzsaw section. Then, Brighteyes will hit the ranged DPS and they will simply move over to where the healer is. The buzzsaws should be disappearing around this point.
I should mention that the melee/tanks will have their own separate mechanic to deal with during Brighteyes, so I'll mention it here so you aren't surprised. It's very simple, but there will be a Single Charge (and it will always be Out). This is why the boss must be pulled toward one of the walls. Simply have everyone move to the opposite wall when the Single Charge is casting. For example, if the boss is on the east wall, move the melee over to the west wall to avoid Single Charge. That's pretty much it, very simple.
Three Small Adds
Here you'll encounter three adds. There are a couple different ways to handle this, but I'll tell you the easiest. Have one of your tanks pick up the adds and move them onto the middle trap button (the one that causes the large smashing balls that drop from the ceiling). The tank should use some form of invulnerability so they don't die from the trap themselves. The point is to have the adds get hit by the trap and give them vulnerability. As soon as the adds have vulnerability, use either the ranged or caster LB3 on them and it should almost one-shot them. They might need a little extra dps to finish them off, but your melee DPS shouldn't need to get involved, just put ranged DPS on them.
If you're going to use a WAR for this, make sure they Holmgang just outside the range of where the spike ball will hit. You don't want Holmgang to wear off right when the balls come down again and smash your tank. It's safest to use a PLD for this strategy. If you want to use your PLD or DRK for this, you may need to tank swap when the adds spawn.
If your DPS is good, you should be able to finish the fight before these adds spawn. Make that a goal for your group!
Watch out for booty traps https://www.youtube.com/watch?v=h9uBy2JVcj0
There are 2 chests if no one in the group has cleared for the week. The Manifesto can be used to purchase additional gear. Possible rewards include the following:
Allagan Tomestones of Scripture x30
Lottable gear from chests: