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Alexander - The Burden of the Son (Savage)

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This article is about the (Savage) version. For the level 60 story-mode raid, see Alexander - The Burden of the Son. For the second tier of Alexander (Savage) in general, see Alexander: Midas (Savage).

Alexander - The Burden of the Son (Savage)

Level
60 (Sync: 60)
Item Level
225
Difficulty
Normal
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
90 minutes
Phoenix Down
Not Available
Duty Finder
Savage Raids (Heavensward)
Tomestones
Allagan Tomestone of Poetics 15 
Req. quest
Feature Quest A Refrain for the Undaunted
Location
The Burden of the Son
Region
Dravania
Stone, Sky, Sea
Available
Patch
3.2
The Echo
Permanent +20%

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...

— In-game description

Alexander - The Burden of the Son (Savage) is a level 60 raid introduced in patch 3.2 with Heavensward. Also called A8S, it is the fourth and final sector of Alexander: Midas (Savage).

Strategy

A long, intense gauntlet of mechanics and enemies, this fight is often described as a mini-Ultimate. Player's ability to coordinate and survive will be brutally tested, with single missteps often leading to the death of the entire group.

Prior to the fight:

  • Each DPS should be assigned a square (NE, NW, SE, SW) for Phase 1's Execution.
  • A stack spot and strategy should be chosen for Phase 1's Legislation and Discoid.
  • Light Party groups should be decided for Phase 2.
  • A DPS should be assigned to handle Double Drill far bait for Phase 2 and Phase 4.
  • Enumeration assignments may need to be given to DPS for Phase 4.
  • Enumeration assignments may need to be given to DPS for Phase 6.
  • Tanks should decide whether or not to use invulnerabilities in Phase 6.
  • The group should decide whether or not to sacrifice the player with Compressed Water in Phase 6.

Phase 1 - Onslaughter

The fight starts with Onslaughter, who will test the DPS's ability to coordinate both individually and as a group.

Phase 1 Abilities
Name Description
Hydrothermal Missile An untelegraphed high-damage AoE on the highest enmity target.
Seed of the Sky Targets six random players with simple circle AoEs.
Mega Beam The boss will turn towards a random player that is not the highest enmity target and begin charging a powerful simple line AoE.
  • There is no cast bar for this attack, so players need to keep an eye out for the charging animation.
Execution Four black squares will appear, one in each corner of the arena. Two will have a Steam Regulator A, and the other two a Steam Regulator B. These explode after 20 seconds if not destroyed.
  • The first player that enters each square will become tethered to the Regulator. If the tethered player dies or leaves their square, the Regulator explodes and wipes the party.
  • The tethered players will be debuffed with Final Decree Nisi A or Final Decree Nisi B, matching their Regulator. This deals damage-over-time but allows the player to damage their Regulator.
  • Unlike Burden of the Father, having both debuffs simultaneously is not fatal. The debuffs simply allow that player to damage the matching Regulator, which is Invincible to damage otherwise.
Perpetual Ray A multi-hit tankbuster. The first hit deals extremely high damage and inflicts Vulnerability Up. Onslaughter then follows with three more tankbusters and ends with Hydrothermal Missile.
Legislation All four DPS are given Final Punishment, with each player getting a different number of stacks counting 1 to 4. One stack is removed each time the debuffed player takes damage from any source.
  • If a DPS dies while the debuff is active, or the debuff is allowed to expire, the entire party is executed.
Discoid Five Steam Gasket orbs will appear and attach a chase tether to each DPS and one random healer.
  • When a player touches a Steam Gasket, it creates a small simple circle AoE that explodes after one second, dealing moderate damage to those inside.
  • Steam Gaskets will do lethal damage to the specific player it is tethered to, and normal damage to anyone else.
  • Steam Gaskets do increasing damage with every player inside their AoE. While an alone player will take ~1500 damage, three players sharing a Steam Gasket will each take ~9000 damage.

Onslaughter has a straightforward, consistent rotation, but an extensive list of abilities that will punish players for a single misstep.

  • Of note, while Mega Beam by itself is simple to dodge, this will be combined with other, much more restrictive attacks throughout the entire fight. Players will need to constantly be aware of this attack and be ready to move if it's pointed at them.
  • The first major attack used in Phase 1 will be Execution, which will put a square in each of the four corners of the arena. One DPS should be assigned to each square and should attempt to destroy their Steam Regulators as fast as possible.
    • During Execution, Onslaughter will cast Seed of the Sky followed by Megabeam. As the DPS cannot leave their squares until the Regulator is destroyed, they will have to carefully maneuver to dodge the AoEs in a very limited amount of space.
  • Afterwards, Onslaughter will cast their first Perpetual Ray. The Vulnerability Up will result in the death of the main tank, so both tanks should use a large mitigation and the off-tank should Provoke during the initial cast.
    • Healers should focus entirely on healing of off-tank, as they will be taking extreme amounts of damage while the previous tank only takes the initial hit.
    • Alternatively, tanks can use an invulnerability to ignore the entire barrage.
  • Finally, Legislation will place Final Punishment on all the DPS followed by Discoid— creating Steam Gaskets that must be used to cleanse these debuffs.
    • The party should stop DPS at <10% to prevent Phase 2 from starting while Final Punishment is active. Phase 2 begins with a DPS check which may fail if DPS are busy removing their debuff stacks.
    • Steam Gaskets must be handled carefully, as they are lethal to the one player they are tethered to, and deal more damage with each player standing inside the AoE. While three players sharing an orb is survivable, it can kill a DPS that is not at full health.
    • Take note that Steam Gaskets do not explode instantly, and instead create a delayed simple circle AoE. Players will need to remember not to immediately run out of the circle if attempting to cleanse a stack of Final Punishment.

There are many strategies for clearing Final Punishment stacks, but two will be listed below:

  • All strategies begin by having all players (including the main tank) stack together after Legislation. Using party mitigations, players will intentionally share a hit of Hydrothermal Missile in order to cleanse one stack of Final Punishment from everyone.

The first strategy involves marking the player with the highest Final Punishment count as the "leader" using a sign. The leader will run to Steam Gaskets with the other DPS following, individuals staying out if the Steam Gasket chosen is tethered to them. Some groups may prefer to stack south and simply rotate around the room clockwise.

The second strategy has, after the Hydrothermal Missile, the players with one and two stacks of Final Punishment share the Steam Gasket attached to the player with three stacks. Meanwhile, the player with three stacks will run to the Steam Gasket attached to the player with two stacks. This leaves three safe Steam Gaskets and a total of three stacks of Final Punishment for the remaining players to take solo.

Be warned that during this time, Onslaughter will cast Seed of the Sky, Mega Beam, and then Perpetual Ray, which all players need to be on the lookout for. If any DPS get hit by the former two, the raid will wipe due to failing Final Punishment.

Once all stacks of Final Punishment are cleared, the party can defeat Onslaughter and start Phase 2.

Onslaughter Rotation
Phase Attack Strategy
Opening Hydrothermal Missile No players should be standing near the main tank for most of this phase.
Seed of the Sky Avoid the AoEs.
Mega Beam This will most likely face backwards towards the DPS, all players should sidestep out of the way.
Hydrothermal Missile
Execution Each DPS should move to their assigned square and destroy their Steam Regulator as quickly as possible.
Hydrothermal Missile
Seed of the Sky DPS will need to dodge this AoE in the limited space they have available.
Mega Beam This has a high chance to target one of the DPS, in which case they will need to move to one of the side corners of the square to dodge the beam.
Perpetual Ray + Missile Both tanks should use a heavy mitigation while the off-tank uses Provoke. Healers should focus completely on keeping the off-tank alive.
Mega Beam Sidestep the beam.
Hydrothermal Missile
Legislation All players should stop attacking the boss here to prevent Phase 2 from starting early. Then, DPS should stack with the main tank and prepare to share Hydrothermal Missile.
Discoid Prepare for whichever strategy the group prefers to remove their stacks of Final Punishment.
Loop Hydrothermal Missile
Seed of the Sky
Mega Beam This will often be aimed at one of the DPS. All DPS should focus on dodging this beam to prevent wiping the group from Final Punishment.
Hydrothermal Missile
Perpetual Ray + Missile As the healers are busy with keeping the DPS alive, it is preferable to use an invulnerability here.
Loop Repeat

Phase 2 - Blaster, Brawler, Swindler, and Vortexer

Blaster and Brawler will descend from the sky with the start of the phase. 20 seconds later, Swindler will appear on the east side of the arena. 25 seconds after that, Vortexer will appear at the south.

These bosses have moves similar to what was used in Alexander - The Cuff of the Son (Savage). Knowledge of prior fights will be critical in handling the four simultaneously.

Phase 2 Abilities
Boss Abilities Description
Blaster Mind Blast An interruptable cast that deals minor damage to the entire party if successful.
Mirage At 50% HP, creates a Mirage copy that takes no damage and tethers to Blaster if too close, granting both Invincibility and Physical Damage Up until separated.
Brawler Attachment Works similarly to The Cuff of the Son, but Attachments are chosen completely randomly and can repeat. The Single Drill attachment will not appear until below 50% HP.
Auxiliary Power Grants any other boss in a 15y range Damage Up and Rehabilitation. Has no effect on the Mirage.
Power Plasma At 50% HP, gains Vulnerability Down until all Power Plasma orbs are gone. Will summon two Power Plasma Beta and two Power Plasma Gamma.
Swindler Self-Buffs Swindler gains stacks of Vulnerability Down and Magic Damage Up depending on how many other bosses are alive— having 1 stack of each with one other boss, and four stacks with two others.
Height Functions identically to its previous incarnation in Alexander - The Cuff of the Son (Savage).
Bio-arithmeticks Cast at 50% HP. Deals high unavoidable damage to the entire party.
Enumeration Combined with Height after 50% HP. A multi-player stack marker. Unlike in The Cuff of the Son, here, one random tank will be the sole target of Enumeration. Cast every 20 seconds after Bio-arithmeticks.
Auxiliary Power Only used after 50% HP. Functions exactly the same as Brawler's.
Vortexer Elemental Jammer Cast at 50% HP. Deals high unavoidable damage to the party and knockback. Inflicts one random DPS with Compressed Lightning for 20 seconds.
Earth Missile Cast after 50% HP. Fires a simple circle AoE at four random players which create lava puddles on the ground. Stepping into these puddles inflicts Heavy and Sludge, a deadly damage-over-time debuff that must be cleansed with Esuna.

Phase 2 is a difficult gauntlet of enemies, each attacking with separate rotations and gaining a new ability at 50%. Bosses must be defeated or brought to 50% health in a specific order to prevent dangerous mechanics from lining up or happening too early.

  1. The phase starts with an immediate DPS check— If Blaster is not defeated by the time Vortexer appears, they will enrage and forcefully reset the encounter (regardless of whether players survive the enrage or not). One tank should take Blaster while the other focuses on Brawler in the center.
    • Brawler never moves from the center of the arena, so all other bosses should be kept to the edges to avoid buffing them with Auxiliary Power.
  2. Once Blaster is brought to 50%, they will summon a Mirage copy that must immediately be picked up and moved away from Blaster. As the Mirage is unaffected by Auxiliary Power, it is safe for the other tank to bring it to the center with Brawler.
    • After defeating Blaster, players will have time to breath as there are no major DPS checks or difficult mechanics until after Brawler is defeated.
  3. DPS should then focus on bringing Brawler to 50% while the non-Brawler tank focuses on holding enmity on Swindler and Vortexer. Be wary of Height being cast intermittently throughout the phase.
  4. Once Brawler reaches 50%, they will become functionally immune to damage until their Power Plasma are dealt with. DPS and healers should move to the south with the non-Brawler tank and begin damaging Swindler and Vortexer.
    • Do not bring Swindler or Vortexer below 60% HP. If either Swindler or Vortexer reach 50% HP and begin using their special ability prior to Brawler being defeated, it will likely result in a wipe.
  5. The Brawler tank should focus on dealing with Attachments and Power Plasma once they appear. One Power Plasma Beta should be stunned to offset their explosion timing, while the Power Plasma Gamma should be detonated by running into them. The rest of the group should stay close together for easier healing and mitigation.
  6. After all the Power Plasma orbs are dealt with, Brawler will lose their Vulnerability Down. All DPS should target Brawler and defeat them.
  7. The Brawler tank should Provoke Swindler and move them to a separate wall away from Vortexer to avoid buffing them via Auxiliary Power. The group should split into two light-parties, one on Swindler and one on Vortexer.
    • The last two bosses must be defeated at the same time. Whichever boss is left alone will begin a 5 second Self-Detonate cast that will forcefully reset the fight if successful.
  8. While the order does not matter, only one of Swindler or Vortexer should be brought to 50% health first, with the other team holding DPS for a few seconds to give healers time to fill everyone's health back up— then bringing their own boss to 50% as well.
    • Whichever boss hit 50% first will have their mechanic happen first— Swindler using Enumeration every 20 seconds and Vortexer's Compressed Lightning repeating every 20 seconds. As they are on the same timer, they will alternate consistently.
    • One useful method to handing Enumeration is assigning numbers to roles: If Enumeration is 2 - only the tanks and healers stack together. If 3, only the tanks and DPS stack together. If 4, the entire light party stacks together.
      • Additionally, this can be made easier by having DPS hug the boss's left, the healer hug the boss's right, and having the tank move to the left, right, or center depending on the Enumeration count.
    • For Compressed Lightning, the debuffed DPS player should stand in the center with one of the healers. No other players should stand in the center, as it would increase Compressed Lightning's damage.
  9. Once both Swindler and Vortexer are defeated simultaneously, all bosses will jump away and begin Phase 3.

Phase 3A - Brute Justice

The five bosses will combine into Brute Justice, dealing high damage to all players and knocking them back to the edges of the arena.

Phase 3 Abilities
Name Description
Flarethrower A fire element cleave with an extremely long frontal length.
Double Rocket Punch A shared tankbuster. If a player dies to this attack, the boss gains a stack of Damage Up.
Missile Command Two non-tanks are marked with Prey, one player has a Stack marker, and Seed of the Sky is cast twice before the stack resolves. Always ends with Megabeam.
  • The players with Prey will be hit by high damage AoEs that are likely to kill anyone else caught in the radius.
  • Low party-wide damage is dealt twice with Short Needle at the beginning and end, and a Flarethrower is cast after the first Seed of the Sky.
Super Jump Brute Justice targets and jumps on the farthest player, dealing high damage and stunning any others nearby.
Apocalyptic Ray A long-lasting unmarked simple cone AoE aimed at a random player, dealing repeated damage to anyone in front of Brute Justice. Hits fives times, adding a Vulnerability Up with each hit.
J Kick High unavoidable damage to the entire party.

While this phase is very straightforward, the large amount of mechanics thrown at the players simultaneously can catch them off guard if unprepared.

For consistent positioning, the main tank should face Brute Justice towards the north at all times while the rest of the party stacks together on the east— to the boss's right.

The key to surviving Phase 3A is handling Missile Command:

  • All players (excepting the main tank) start stacked together to ensure the first Seed of the Sky is grouped on the same spot.
  • The two players marked with Prey should separate from the group while all others rotate clockwise around the back of the boss— first stopping just outside the radius of the first AoE circles. The main tank should rotate slightly to the right preparing to stack.
  • Once the second Seed of the Sky drops, the stack should continue to rotate just outside the radius of the AoEs, meeting up with the main tank on the left side of the boss.
  • After the Stack marker resolves, the group should rotate clockwise again (to the north side) to dodge Mega Beam. The off-tank meanwhile should start running away to one of the corners of the arena to bait Super Jump.

Once Super Jump happens, Brute Justice will aim at a random player and prepare Apocalyptic Ray. Simply avoid where Brute Justice is facing, then stack together to the boss's east side while the main tank stands north once again.

Brute Justice will repeat this rotation once again, and after the second Super Jump, will cast J Kick and transition to phase 3B.

Once Phase 3B finishes, Brute Justice will reform and loop their 3A rotation until brought to 0%, starting Phase 4.

Phase 3A Rotation
Attack Strategy
Flarethrower The main tank should stay north while the rest of the party is stacked east.
Double Rocket Punch Both tanks should use mitigations while the off-tank moves to stack with the main tank, then moves back to the DPS/Healer stack.
Missile Command While players with Prey move away, the stack rotates around the back of the boss together, meeting with the main tank on the west side. Off-tank should run away after.
Super Jump All players should begin moving towards the off-tank in preparation for Apocalyptic Ray.
Apocalyptic Ray Move behind Brute Justice.
Flarethrower
Double Rocket Punch Handle as before.
Flarethrower
Missile Command Handle as before.
Super Jump
J Kick Healers should help mitigate and prepare to refill everyone's health as quickly as possible.
Transitions to Phase 3B on first loop, afterwards loops back to start.

Phase 3B - Trio 1

After Brute Justice's first J Kick, they will separate back into their individual parts and begin a deadly series of attacks that must be avoided. Every death during this phase gives Brute Justice a stack of Damage Up.

Trio 1 Abilities
Name Description
100-megatonze Shock A proximity AoE from the center of the arena.
Mirage (Supercharge) Four players are marked with spread circle arrows. A Mirage will drop on each player, then after a short delay, begin casting a Supercharge at that player's current location.
Eye of the Chakram A total of four red Chakrams appear on two random adjacent edges of the arena. After a long delay, these will charge straight across the arena in a Line AoE and deal lethal amounts of damage.
Earth & Ice Missiles Four players are targeted by Earth Missiles and four players Ice Missiles. Earth Missiles leave a lava puddle on the ground, and Ice Missiles an ice puddle that grows in size after a few seconds.
  • Both puddles inflict Heavy and a lethally powerful damage-over-time debuff if stepped into. The damage-over-time debuff can be cleansed with Esuna.
  • The Earth Missiles land first, with the Ice Missiles landing later— at the same time Height finishes casting.
  1. Players should start by stacking together on one of the walls to get healed from the J Kick.
  2. Players must then spread out along the wall to avoid hitting each other with the Mirage drops.
  3. Once the Mirages land, those hit should move up or down the wall in order to aim the Mirage Supercharge harmlessly along the wall rather than towards the center of the arena.
  4. After the Supercharges are aimed in a safe direction, players must immediately stack together near the center for Brawler's Double Buster laser.
    • Chakrams will appear on two walls at this point. Take note of their positions now and look for a safe spot to avoid them.
  5. Once the Double Buster is fired, Onslaughter will aim a Mega Beam at the group and the Chakrams will begin to glow. All players should move to a spot that is both away from the Mega Beam and not in-line with a Chakram to survive.
  6. Finally, Height will begin casting, Earth & Ice Missiles will go out, the main tank will be targeted by a Single Buster from Brawler in the south, and afterwards one final Mega Beam will be cast.
    • The main tank should run all the way south. After Height, they should attempt to aim the Single Buster towards the wall if possible, or otherwise away from any other players. Be extra wary of Mega Beam, as unlike before, it can target the main tank now.
      • If the main tank has full health, they will not need to use a mitigation to survive the Single Buster, and instead should save it for the next Double Rocket Punch.
    • All other players should attempt to spread out around the edges away from the South where the main tank is.
      • Earth Missiles are dropped halfway through Height and can be placed in one of the corners of player's Height squares, leaving the other corner free.
      • Players targeted by Ice Missiles should be prepared to run the instant it drops, as Height will resolve at the same time.

After surviving Trio 1, Brute Justice will reform and loop their Phase 3A rotation until brought to 0% health.

Phase 3B Rotation
Attack Strategy
100-megatonze Shock All players should run to a wall to minimize damage.
Mirage (Supercharge) Spread out along the wall to avoid sharing AoEs. After the Mirages drop, aim them harmlessly along the wall by moving slightly up or down the wall.
Double Buster Stack near the center. Take note of Chakram positions during this attack as players must run to a safe position immediately after.
Mega Beam & Eye of the Chakram Run from the current position to a spot not in-line with a Chakram.
Height, Earth & Ice Missiles While the main tank runs south, all other players should move to the edges to drop their Missiles. Remember to match Height with the correct squares.
Mega Beam & Single Buster Move away from the Mega Beam and avoid standing where the main tank is aiming the Single Buster.
Return to Phase 3A

Phase 4 - Trio 2

Once again, Brute Justice will separate and begin another deadly assault of attacks that the players must dodge and survive through. As before, every death adds a stack of Damage Up to Brute Justice.

Phase 4 Abilities
Name Description
Ballistic Missile Two Landmines and two Hidden Landmines are dropped. These function identically to The Cuff of the Son.
  • These landmines, including the Hidden Landmines, deal high AoE damage on landing which should be avoided.
Mirage (Tethers) Functions identically to The Cuff of the Son.
Enumeration Now targets one tank and one healer.
Ultra Flash A line of sight AoE. Line of sight can only be blocked using the legs of Onslaughter in the center.
  • Each leg is an individual structure. Players will have to hide specifically behind the legs, not just the hitbox of Onslaughter.
  1. With another unforgiving series of deadly assaults, all players should start by stacking on the South wall, grouping together for healing after J Kick.
  2. One DPS should run to a corner to bait the the far Double Drill while both tanks move North (but spread apart) to take the close Double Drill and position for Hidden Landmines, bursting them a short time after landing.
  3. Dodge the Mega Beam and take note of the Chakram positions around the arena.
  4. Players will have to spread out to place Mirages. These can intentionally be dropped in the path of a Chakram to give others more room to spread out. Avoid moving north as Brawler will be casting Single Drill.
  5. All players should focus on dodging Mega Beam and Chakrams first, then resolve their Mirage Tethers. If arms are up, look away— otherwise face the Mirage.
  6. Lastly, all players must make their way to the east side of the arena to hide behind Onslaughters legs to avoid Ultra Flash cast by Vortexer in the west. During this, Enumeration will be on a random tank and healer.
    • Enumeration can be handled by having Enum 2 be Tanks + Tanks or Healers + Healers. DPS may want to be assigned groups and Enum numbers prior to the fight to help with organization for Enum 3 and 4.
Phase 4 Rotation
Attack Strategy
J Kick Stack on the south wall for healing.
100-megatonze Shock Stay against the wall to minimize damage.
Minefields One DPS should run to the corner to bait the upcoming Double Drill while the two tanks run northeast and northwest. Tanks must take note of where the Hidden Mines dropped.
Double Drill Each tank should now explode one Hidden Mine each. Arm's Length can be used to resist the knockback of the landmine.
Mega Beam Dodge as normal. Take note of Chakram positions.
Single Drill & Mirage (Drop) Stay away from the north side. Place Mirages where Chakrams are to leave space for allies to spread out.
Mirage (Tethers), Chakrams, & Mega Beam Focus on moving to a safe spot away from Chakrams and Mega Beam first, then resolve the Mirage Tethers.
Enumeration & Ultra Flash Hide behind Onslaughter's legs on the east side of the arena, matching the correct number of players inside the Enumeration circles.
Phase 5 Start

Phase 5 - Winged Justice: Verdict

Brute Justice reforms again, sprouting wings and restoring to full health. With a cast of Verdict, each player is given a unique debuff:

  • One tank will be given Final Judgment: Max HP, requiring that player to have the most HP of the entire party. They will also be given 4 stacks of Final Punishment.
  • The other tank will be given Final Judgment: Min HP, requiring that player to have the least HP of the entire party. They will also be given 4 stacks of Final Punishment.
  • One healer will be given Final Judgment: Penalty I, requiring that healer to have no other enfeeblements. They will also be given 3 stacks of Final Punishment.
  • The other healer will be given Final Judgment: Penalty II, requiring exactly two active enfeeblements (including itself). They will also be given 1 stack of Final Punishment.
  • Two DPS players will be given Final Judgment: Penalty III, requiring exactly three active enfeeblements (including itself). They will also gain 2 stacks of Final Punishment.
  • One DPS player will be given Final Judgment: Nisi Decree A, requiring that player to be debuffed with Final Decree Nisi A. They will also gain 1 stack of Final Punishment.
  • One DPS player will be given Final Judgment: Nisi Decree B, requiring that player to be debuffed with Final Decree Nisi B. They will also gain 1 stack of Final Punishment.

Four J Storms will appear, one in each corner of the room. Stepping into a J Storm will destroy it, set the player's HP to 1, and inflict them with Final Flight, preventing that player from surviving a second J Storm. If any J Storm is still active after thirty seconds, it will detonate and wipe the party.

Four Steam Gaskets also appear, two on the north wall and two on the south wall.

Lastly, a Steam Regulator A & B will appear on the east and west walls. These function identically to Phase 1, but it is completely random which side will have which Regulator.

Thirty seconds after these debuffs are given out by Verdict, Brute Justice will begin the cast of Gavel. If any player does not meet the requirement of their Final Judgement by the end of the cast, the entire party will wipe.

Final Punishment has a 40 second timer, allowing players 10 seconds after the cast of Gavel to clear remaining stacks before it expires.

As the Penalty debuffs count themselves as one debuff, Penalty I must be the only active debuff, with Penalty II requiring one additional debuff and Penalty III requiring two.

Strategy:

A map of A8S's Verdict.
A map showcasing mechanic locations and which players should handle them.
  • After the cast of Verdict, the tank with Final Judgment: Min HP should Provoke the boss, letting Brute Justice's auto-attacks bring them to one stack of Final Punishment. Once the Min HP tank reaches one stack, the Final Judgment: Max HP should Provoke the boss and hold enmity for the rest of the phase.
  • The healer with Final Judgment: Penalty II, and the DPS with Final Judgment: Penalty III should each take one J Storm.
    • This will add the Final Flight debuff and satisfy their Penalty conditions while removing 1 stack of Final Punishment.
  • The DPS with Final Judgment: Nisi Decree A and Final Judgment: Nisi Decree B should run to and destroy the Steam Regulator matching their debuff. Afterwards, they should run towards the closest Steam Gasket in the north and wait for the healer with Final Judgment: Penalty I.
  • The healer with Final Judgment: Penalty I should take one of the southern Steam Gaskets alone, then move to the north and wait for the Nisi DPS to defeat their Steam Regulators. The healer will share the northeast Steam Gasket with the east Nisi DPS and the northwest Steam Gasket with the west Nisi DPS.
    • This will remove all stacks of Final Punishment, thus satisfying the condition for Penalty I.
  • Once Brute Justice begins their cast of Gavel, the tank with Final Judgment: Min HP will take the last J Storm, setting their health to 1 before the cast finishes.
  • After Gavel ends, the two DPS with Final Judgment: Penalty III will remove their final stack of Final Punishment by sharing the last Steam Gasket together.

Should players remain alive after Gavel, Brute Justice will begin their final phase.


Phase 6 - The Finale

Brute Justice begins their final assault, and holds nothing back. This final phase will function similarly to Phase 3, but with additional attacks thrown together to increase the difficulty of dodging.

Phase 6 Abilities
Name Description
Link-up One random DPS player is debuffed with Compressed Water for 40 seconds. This version hits extremely hard, expecting all eight players to share the damage.
  • Unlike its previous iteration, Compressed Water will not pass to another player, disappearing once it resolves.
  • If a player dies with Compressed Water, it will simply disappear— no Punishing Wave will be cast.
Final Punch An extremely hard hitting tankbuster that deals knockback and inflicts Bind for 8 seconds. Always followed by Final Apocalypse.
Final Apocalypse Functions indentically to Apocalyptic Ray but is instead aimed at the highest enmity player. Always followed by Final Beam.
Final Beam. A line stack with knockback aimed at the highest enmity player.
J Wave An endless attack that deals repeated, slowly increasing damage.

The three key attacks to look out for with this final phase are the Final Combo, Missile Command, and Compressed Water.

The Final Combo can be handled either with a well-timed invulnerability before the end of Final Punch's cast, or by two large mitigations by the main tank and a Provoke by the off-tank— facing the boss away from the rest of the party for Final Apocalypse. Once that attack starts firing, the off-tank can stack with the rest of the party for Final Beam.

Missile Command can be handled similarly to Phase 3, but the Hidden Minefield may interfere with the usual rotation if it drops in an unfortunate location. The main tank may have to move Brute Justice away to give the stack more room to maneuver.

  • After the stack marker is resolved, the Hidden Minefield should either be burst by the off-tank or by the DPS inflicted with Compressed Water. In the latter case the DPS will die, but the debuff will also disappear.

If the party decides not to sacrifice the Compressed Water player:

  1. The entire party will need to stack together at the same time Enumeration is active, having the majority of the stack just barely outside the circle but close enough to share the damage.
  2. A Waterspout will spawn immediately in the location Compressed Water expired, forcing all players to run away.
  3. The off-tank should run a good distance away to bait Super Jump while the main tank stays between Brute Justice and the Waterspout, intending to destroy it with a Flarethrower. The range of Flarethrower is extremely long, so distance is not an issue.

Should players survive through these attacks, Brute Justice will attempt to end the fight by repeatedly spinning and casting J Wave. The damage of this attack increases over time, forcing the party to defeat Brute Justice before the damage becomes unsurviveable.

Phase 6 Rotation
Attack Strategy
J Kick Mitigate and heal through the damage.
Link-up A random DPS will be given Compressed Water with a 40 second timer. Decide whether to sacrifice this player later or survive the mechanic.
Final Punch The main tank can either use an invulnerability shortly before this cast finishes, or use two large mitigations while the off-tank provokes the boss away from the party.
Final Apocalypse If not using an invulnerability, the off-tank should face the boss away from the party prior, then move to stack together.
Final Beam If not using an invulnerability, stack together with the party.
Missile Command + Hidden Minefield Handle similarly with Phase 3, though the Hidden Minefield placement may force a different movement rotation. Either the off-tank or the Compressed Water DPS should burst the Hidden Minefield after.
Chakrams + Enumeration

( + Compressed Water )

Move Brute Justice to a safe spot away from Chakrams and stack for Enumeration. If Compressed Water is still active, all players should be close enough together to share damage between all eight, then run from the Waterspout.
Mega Beam The off-tank should begin running away to bait the upcoming Super Jump.
Super Jump If there is a Waterspout, the main tank should stay between Brute Justice and the Waterspout for the next attack.
Flarethrower Must be used to destroy the Waterspout if the Compressed Water player was not sacrificed.
Final Punch + Short Needle Handle as before, but healers must use AoE healing.
Final Apocalypse + Short Needle --
Final Beam + Short Needle --
J Kick Mitigate, heal, and prepare for the final push.
J Wave Healers must keep everyone alive as long as possible to defeat Brute Justice before the party is defeated themselves.

Loot

See also: Midan Weapons

Treasure Coffer 1

Name Type Item Level Rarity Quantity
Paladin's Midan Arms (IL 245) Other N/A CBlue 1
Midan Metal Axe Marauder's Arm 245 CBlue 1
Midan Metal Greatsword Dark Knight's Arm 245 CBlue 1
Midan Metal Spear Lancer's Arm 245 CBlue 1
Midan Metal Knuckles Pugilist's Arm 245 CBlue 1
Midan Metal Katana Samurai's Arm 245 CBlue 1
Midan Metal Daggers Rogue's Arm 245 CBlue 1
Midan Metal Bow Archer's Arm 245 CBlue 1
Midan Metal Musketoon Machinist's Arm 245 CBlue 1
Midan Metal Rod Two-handed Thaumaturge's Arm 245 CBlue 1
Midan Metal Grimoire Arcanist's Grimoire 245 CBlue 1
Midan Metal Rapier Red Mage's Arm 245 CBlue 1
Midan Metal Cane Two-handed Conjurer's Arm 245 CBlue 1
Midan Metal Codex Scholar's Arm 245 CBlue 1
Midan Metal Astrometer Astrologian's Arm 245 CBlue 1
Midan Chest Gear Coffer (IL 240) Other N/A ABasic 1

Treasure Coffer 2

Name Type Item Level Rarity Quantity
Midan Weapon Coffer (IL 245) Other N/A ABasic 1
Faustlet Minion N/A ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
Sins of the Savage Son I 5 Complete Alexander: Midas (Savage). - 3.2
Sins of the Savage Son II 10 Complete Alexander: Midas (Savage) 5 times. - 3.2
Sins of the Savage Son III 20 Complete Alexander: Midas (Savage) 10 times. - 3.2
Mightier than Justice 5 Complete Alexander - The Burden of the Son (Savage) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 5.15

Music

Section Theme
Onslaughter / Robots Metal
Brute Justice Metal - Brute Justice Mode