Alexander - The Cuff of the Son (Savage)
Alexander - The Cuff of the Son (Savage)
- Level
- 60 (Sync: 60)
- Item Level
- 220
- 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
15 - Req. quest
- A Refrain for the Undaunted
- Location
- The Cuff 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 Cuff of the Son (Savage) is a level 60 raid introduced in patch 3.2 with Heavensward. Also known as A6S, it is the second section of Alexander: Midas (Savage).
Strategy
This is a gauntlet of four mini-bosses that must be defeated in a single run. If the party wipes, they will have to start back over at the beginning. As players progress, bosses will have increasingly dangerous attacks that are more likely to wipe the entire party if mishandled.
Once combat starts, players will have 10 minutes and 30 seconds to defeat all four bosses before "Auto-clean" is initiated, defeating all players with Final Judgement.
Note: Bosses have been changed since its initial implementation. Footage prior to April 13, 2016 may be out-of-date.
The simplest of the four, this boss tests the party with individual skill tests and a minor DPS check.
| Name | Description |
|---|---|
| Brute Force | A physical damage tank-buster that inflicts a stack of Magic Vulnerability Up. Tanks should not swap for this fight. |
| Mind Blast | An interruptible cast that deals moderate |
| Ballistic Missile | Spawns three mines in three of thirteen potential positions. These mines deal
|
| Mirage (Supercharge) | Four players are marked with purple arrows, then a Mirage drops on these players dealing damage in an AoE.
These four Mirages will aim at a random direction and prepare to dash in a straight line. Any player hit will take high damage and suffer Damage Down for 60 seconds. |
| Mirage (Mind Blast) | Blaster disappears and five Mirages appear in the center, four small and one large. Each will begin casting a uninterruptible Mind Blast and must be killed before they succeed.
|
| Mirage (Tethers) | Four players are marked with purple arrows, then a Mirage drops on these players dealing damage in an AoE. Each Mirage will tether to a random player and do one of two attacks:
|
The boss debuffs the main tank with a stacking Magic Vulnerability Up debuff regularly. This does not require a swap however, as the boss deals mostly
Physical damage and
Unique Damage.
Blaster has two phases. Phase one will progress via time, but will also end prematurely if Blaster is brought to 50% hp.
| Phase | Attack | Strategy |
|---|---|---|
| Phase 1 | Brute Force | Heal the tank through this, but do not worry about tank swapping. The main tank should not be taking any magic damage at all. |
| Mind Blast | Any player with an interrupt should attempt to stop this attack. | |
| Ballistic Missile | Pull the boss away from any mines and all players should move away from the blue Hidden Minefield. The off-tank should run into the hidden mine once no one is nearby, avoiding getting knocked back into other mines. | |
| Mirage (Supercharge) | Marked players should spread out to the edges. Once the Mirages land, move to safespots away from where any Mirages are facing. | |
| Brute Force x2 | ||
| Mirage (Mind Blast) | Will trigger early if brought to 50% HP. Kill the smaller Mirages first before attacking the larger one in the center, as it has significantly more health. Afterwards the main tank should move away from the group. | |
| Loop | Mind Blast | Use your interrupts. |
| Brute Force | ||
| Ballistic Missile | Ensure the area around the blue mine is clear for the off-tank to explode. | |
| Brute Force | ||
| Mirage (Tethers) | Spread out to the walls. If you get tethered, check the stance of your corresponding Mirage. If arms are up, look away. If arms are down, look towards it. | |
| Brute Force | ||
| Mind Blast | Interrupt. | |
| Ballistic Missile | Ensure the area around the blue mine is clear for the off-tank to explode. | |
| Brute Force | ||
| Mirage (Supercharge) | Marked players should spread out to the edges. Once the Mirages land, move to safespots away from where any Mirages are facing. | |
| Brute Force | ||
| Loop Repeat | ||
Once Blaster is defeated, the path to the next boss will open. Players will remain in combat so Waymarks cannot be placed, nor can countdowns or ready checks be started.
The enrage timer will still be ticking down, so do not spend too long waiting for debuffs to expire.
The off-tank with no Magic Vulnerability Up should tank this boss initially. Ensure the other tank has less than 30 seconds remaining on their Vulnerability before pulling Brawler to allow them to safely tank swap.
Brawler will test the party's movement as a group, requiring players to stand or move to specific areas frequently to minimize damage from attacks.
| Phase | Name | Description |
|---|---|---|
| Phase 1 | Magicked Mark | A magic damage tankbuster that inflicts a stack of Magic Vulnerability Up. Tanks should swap after 2 stacks. |
| Attachment | Brawler will attach one of four weapons two their arms. These attachments will rotate so that each is used once before repeating, but the order is random.
| |
| Steam Chakram | Small red drones that fly in a circular path around the arena, shooting electricity directly below it regularly. Players stood under these drones will be inflicted with Paralysis for 30 seconds. | |
| Phase 2 | Power Plasma Alpha | A small pink orb that must be killed. If it reaches Brawler, will explode for moderate magic damage to the entire party and inflict Damage Down for 60 seconds. |
| Power Plasma Gamma | A medium green orb that must burst by a tank, exploding into an AoE. If it reaches Brawler, will explode for moderate magic damage to the entire party and inflict Damage Down for 60 seconds.
| |
| Power Plasma Beta | A giant orb that can not be killed and always spawns in a pair. One orb must be stunned to delay it so that both do not explode simultaneously. |
Brawler has two phases: The first phase simply alternating between Magicked Mark and Attachment. Once Brawler hits 0.1% health, they will move to the center, spawning multiple waves of Power Plasma orbs and attacking with Attachment four times inbetween.
Note: Despite the shield Brawler puts around itself in phase 2, players are free to run in and through the center without harm.
| Phase | Attack | Description |
|---|---|---|
| Phase 1 | Magicked Mark | Will add a stack of Magic Vulnerability Up to the tank. Swap at 2 stacks. |
| Attachment | Will rotate between one drill, two drills, one laser, and two lasers, but in a random order. Watch its hands and react accordingly. | |
| Loop until 0% HP | ||
| Phase 2 |
|
The tank without any Magic Vulnerability Up should run into the Gamma orbs while other players kill the Alpha orbs.
Brawler will use its first Attachment during this phase, so watch the center and react accordingly. |
|
Have the tank without debuffs run into the Gamma again. Mark one of the Beta orbs for the tanks to stun while DPS focus on the Alpha orbs.
Brawler will not use an Attachment this wave, so focus on your assignments. | |
|
The first Beta will explode during this wave, followed immediately by an Attachment. Healers must be ready to heal the entire party frequently.
Once the Attachment is done, DPS can kill the Alpha orbs while tanks take care of the Gamma. | |
|
Brawler will use an Attachment at the start and end of this wave. If DPS are unable to attack orbs due to Double Buster, a tank stun can be used on an Alpha orb to delay it.
Brawler will end the phase with its final Attachment before shutting down. | |
Once Brawler uses its final attachment, it will run out of power and shut down, opening the path to the third boss.
Swindler tests the party's ability to react and organize into groups of exact size. This boss will instantly kill players who don't follow its directions.
| Name | Description |
|---|---|
| Magicked Mark | A high magic-damage tank-buster. Healers will want to be on their toes. |
| Enumeration | One tank and one healer will be marked with a yellow circle that has two, three, or four orbs floating above it. The amount of orbs represents how many players must stand in that circle.
If the wrong number of people are in the circle, all players inside will typically die— however surviving players would also be inflicted with Damage Down, |
| Height | All players are assigned with either
|
| Bio-arithmetics | Unavoidable damage to the entire party. |
| Summon Goblins | Will summon a set of goblin enemies from Cuff of the Father and gain a stack of Vulnerability Down and |
| Auxiliary Power | Gives every goblin in a 15y radius a stack of Damage Up and Vulnerability Down. |
It is vital that the party is split into two groups, as it is possible for both the tank and healer to get an Enumeration circle of four players. The party should split into a group of two tanks and 2 DPS (melee) and a group of two healers and 2 DPS (ranged).
To minimize mistakes and misunderstanding of who is staying in or out of Enumeration, two rules are often employed:
- If Enumeration is 2, only the healers/tanks stay in the circle.
- If Enumeration is 3, the two DPS stay in the circle, with the unmarked healer/tank staying out.
To aid with the combination of Height and Enumeration attacks, the boss should be tanked on an intersection of squares to allow players of differing heights to group together.
| Phase | Attack | Strategy |
|---|---|---|
| Phase 1 | Magicked Mark x2 | Swindler's tank-buster hurts, so be sure to keep the main tank topped up on health. |
| Height + Enumeration | Check how many orbs are in your groups Enumeration circle first and either enter or exit it depending on your role (DPS in for 3 or 4, healers/tanks in for 2 or 4). | |
| Bio-arithmetics | Be prepared to heal the group. | |
| Summon Goblins | Swindler will summon 9 Midan Soldiers, a Midan Hardhelm, a Midan Hardmind, and a Boomtype Gobwalker. After a couple seconds, these will aggro onto the main tank. This can be handled in two ways:
| |
| Magicked Mark | This will hit extremely hard due to the | |
| Auxiliary Power | If not using the Limit Break strategy, make sure Swindler is not near the goblins. | |
| Height | Will be cast by itself. Simply stand on the correct height. Enumeration will follow though, so if Swindler was brought away from the goblins, start making your way back towards them. | |
| Enumeration | Stack the correct number of people in the circles. Make sure the group didn't stray too far away from Swindler in case the tank gets a 4 stack. | |
| Magicked Mark | ||
| Bio-arithmetics | Heal the group. | |
| Summon Goblins | Four Midan Gunners will appear, one on each cardinal direction. Every time they fire, they will gain a stack of If Swindler has less than 5% health at this point, it's also possible to ignore the Gunners and simply focus on the boss. | |
| Auxiliary Power | Will buff any nearby gunners. | |
| Height | ||
| Auxiliary Power | ||
| Height + Enumeration | Check how many orbs are in your groups Enumeration circle first and either enter or exit it depending on your role (DPS in for 3 or 4, healers/tanks in for 2 or 4). | |
| Magicked Mark | ||
| Bio-arithmetics | ||
| Magicked Mark | ||
| Loop | Bio-arithmetics | |
| Magicked Mark x2 | ||
| Height + Enumeration | Check how many orbs are in your groups Enumeration circle first and either enter or exit it depending on your role (DPS in for 3 or 4, healers/tanks in for 2 or 4). | |
| Loop Repeat | ||
Once the Swindler is down, the final gate will open to the last boss of the four.
The most difficult of the four bosses, Vortexer will test the party in all prior aspects at once, wiping the group if they fail in any aspect. This is the culmination of your trials.
| Name | Description |
|---|---|
| Brute Force | A high physical-damage tank-buster that inflicts stacks of Physical Vulnerability Up. Tanks should swap at 2 stacks. |
| Elemental Jammer | Inflicts a random DPS player with |
| Compressed Lightning | A 20 second debuff that when expires, deals lightning damage to those nearby in an AoE. One random other player in this AoE will then get |
| Compressed Water | A 20 second debuff that, when expires, deals stack damage divided across all players nearby in an AoE. One random player in the stack will then get
|
| Water Spout | A tornado spawned where
|
| Earth Missile + Fire Beam | Vortexer will place four lava puddles under random players, as well as target two random DPS, one healer, and one tank with red arrows, which will be shot with Fire Beams six seconds later. |
| Ice Missiles | Two players are marked with ice rings. Six seconds later, patches of ice will drop where the marked players were standing. These ice patches will grow larger once before expiring.
|
| Super Cyclone | A arena-wide knockback away from Vortexer. Deals minor damage. |
| Ultra Flash | A long cast that will instantly kill any player within line-of-sight of Vortexer. Can only be survived by standing behind an Ice Block created by freezing a Water Spout. |
Vortexer must be handled very carefully and very specifically, as any misstep will more than likely cause an enrage and set the party all the way back to Blaster.
There will need to be multiple designated spots:
- One spot to stack Earth Missiles (Center recommended)
- One spot for the first
Compressed Water to turn into an Ice Block (West recommended) - One spot for
Compressed Lightning (East recommended) - One final spot for the second and third
Compressed Water (North recommended)

Recommended placements would be to stack Earth Missiles dead center,
Compressed Lightning on the east, first
Compressed Water on the west, and second and third
Compressed Water at the north.
The most difficult aspect of this boss is handling
Compressed Water and
Compressed Lightning efficiently. Only two players should be together for
Compressed Lightning while the rest stack on the boss for
Compressed Water.
Every time a player gets a Compressed debuff, that player will then get a matching Resistance Down that prevents them from taking that damage type again until the next Ultra Flash.
To start, one player (a healer is recommended) should be assigned as the
Compressed Lightning first partner. All other players should stack on the boss for
Compressed Water (except the off-tank, who should avoid the first stack. If the off-tank were to get unlucky and receive the debuff at this time, it would complicate the tank swap.)
That assigned player will then be inflicted with
Compressed Lightning. The person that previously had
Compressed Water will now be inflicted with Water Resistance Down II. Since they can't take another water attack, this player will instead be the next Lightning partner.
This will repeat one more time, with the final
Compressed Lightning pair being both players with Water Resistance Down II. After this, Ultra Flash will clear any debuffs and loop back to the start of Vortexer's rotation.
| Attack | Strategy |
|---|---|
| Brute Force | This attack hurts, so healers should keep the tank topped up. |
| Elemental Jammer | Keep an eye on who gets marked with All players should start moving to stack for Earth Missile. |
| Earth Missile + Fire Beam | Stack together for Earth Missile, then spread out for Fire Beam. |
| Brute Force | Delay tank-swapping until after the Compressed debuffs resolve. The off-tank should avoid stacking for the first |
| Compressed Water/Lightning | Make sure Tank swap here. |
| Ice Missiles | Drop the Ice Missiles slightly outside of melee range from the Water Spout, then run back to the group away from the ice patches. |
| Brute Force | The person with Water Resistance Down II should be moving to stack with |
| Compressed Water/Lightning | Boss should be away from the ice block and from the |
| Earth Missile + Fire Beam | At least one player should aim a Fire Beam at the Water Spout to destroy it (preferably the tanks), else it will wipe the party. Make sure no one points a Fire Beam at the Ice Block or the party will wipe to Ultra Flash later. |
| Super Cyclone | This will almost immediately be followed by the Compressed debuffs expiring, so players should aim to be knocked back to their designated spots. |
| Compressed Water/Lightning | Both players with Water Resistance Down II should be handling |
| Brute Force | Tank Swap. |
| Ultra Flash | Hide behind the Ice Block to avoid dying to this attack. The fight will now loop from the beginning until enrage or Vortexer is defeated. |
| Loop Repeat | |
Loot
Treasure Coffer 1
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Midan Head Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
| Midan Hand Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
| Midan Foot Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
Treasure Coffer 2
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Midan Head Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
| Midan Hand Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
| Midan Foot Gear Coffer (IL 240) | Other | N/A | Basic | 1 |
Music
| Section | Theme |
|---|---|
| Main | Locus |