A1N – Oppressor

Duty Information

Expansion: Heavensward

Series: Alexander

Tier: Alexander: Gordias

Encounter: Alexander: The Fist of the Father

Players: 8 Players (2 Tanks, 2 Healer, 4 DPS)

Duty Finder Type: Raid (Normal)

Level: 60

Item Level: 170

Unlock Requirement: Disarmed

Encounter Overview

A1N – Oppressor opens Alexander: Gordias with a straightforward raid encounter built around add handling, positional control, and a two-boss split in the second half of the fight. While the early mechanics are simple by later raid standards, the encounter teaches several patterns that become common throughout Alexander, including prey markers, add kiting, boss separation, and synchronized kill pressure.

The fight begins with a short trash-style opener against Faust before transitioning into Oppressor proper. The first phase is mainly about clean movement and efficient damage, but phase two becomes much more structured as Oppressor 0.5 joins the fight and the raid must split responsibilities across both bosses while shrinking incoming missiles with Alarum puddles.

For a full breakdown of raid difficulty across all tiers, see the FFXIV Raid Rankings.

Arena Overview

The encounter begins with a short approach through a machinery section where metal blocks emit steam. These blasts deal light damage and knock players back, making the pull mildly disruptive rather than dangerous. Knockback immunity can smooth this section out, but the real fight begins once the party reaches the boss arena.

Oppressor is fought on a wide circular platform with enough room to separate bosses cleanly during the second phase. The key spatial rule is simple: the original Oppressor should generally be held toward the south, while Oppressor 0.5 is picked up and moved north when it appears. Keeping them apart prevents their proximity-based damage buff from ramping out of control.

Boss Mechanics

Steam Room / Faust

Steam Blocks: The opening path contains semi-random metal blocks that occasionally vent steam, dealing minor damage and knocking players back. These are more disruptive than lethal, but they can slow the group if players get bounced repeatedly. Anti-knockback tools can help the pull feel cleaner.

Faust: Faust serves as the opening gatekeeper before Oppressor. The raid should focus Faust down quickly while the off-tank gathers the adds that appear. Those adds should be faced away from the group, since they cleave. This opener is less about mechanical depth and more about establishing clean target priority and tank discipline before the boss proper begins.

Oppressor – Phase 1

Gunnery Pod: Unavoidable raid-wide damage. This is simple healing pressure and a reminder that the group should stay reasonably topped before the next mechanic overlap.

Photon Spaser: Large linear AoE. The line is generous enough to dodge reliably, but players should move cleanly rather than drifting late, especially once other mechanics begin layering in.

Hydrothermal Missile: Applies Prey to a random player and bombards them with repeated hits. The marked player should move away from the raid so the damage does not unnecessarily splash others, while healers commit attention to keeping that target stable through the sequence.

Resin Bomb: Circular AoEs appear under four players. Spread cleanly and avoid clipping others. The mechanic is simple, but it starts to matter more when players are already repositioning for missiles or adds.

Emergency Deployment: Summons two Alarum adds near the boss. These adds tether to the first player who hits them, so they should be intentionally claimed by DPS rather than tanks. The goal is to kite them away from Oppressor and kill them quickly. The targeted player will take damage and accumulate Nanoparticles, so this is not something to drag out. When an Alarum dies, it leaves behind a purple puddle that inflicts Minimise on anyone standing in it, so kill placement matters.

Phase 1 Handling: The cleanest way to run the opening phase is to keep Oppressor south, give the prey target room, and have assigned DPS immediately claim and drag Alarum away from the boss before killing them. Good phase-one damage matters, because every percent saved here reduces pressure once the second Oppressor arrives.

Oppressor / Oppressor 0.5 – Phase 2

Oppressor 0.5: Roughly 90 seconds into the fight, a second boss enters with the same HP as the original. The off-tank should grab it immediately and move it north. The most important positional rule of the phase is keeping both Oppressors separated. If they remain too close together, they gain Damage Up stacks quickly and the fight becomes far less forgiving.

3000-Onze Missile: Two blue targeting beams appear in the arena and soon turn orange, signaling where the large missiles will land. These hits are extremely punishing if handled raw. The intended solution is to kill Alarum adds underneath the orange beam locations so their puddles shrink the missiles. A properly miniaturized missile deals far less damage and avoids applying the heavy raid debuff. This is the defining mechanic of phase two and the reason boss positioning and add claim discipline matter so much.

Quick Landing: After each missile sequence, the Oppressors leap and create pulsing AoE damage around their landing points. The farther players are from the landing zone, the less damage they take. Since both bosses land close together, tanks must immediately pull them apart again after the jumps resolve.

Emergency Deployment in Phase 2: With two Oppressors active, four Alarum adds will spawn instead of two. This raises the execution requirement considerably. DPS must claim them correctly, drag them into the missile beams, and kill them in position before the missile lands. If Alarum placement is sloppy, the raid either eats oversized missiles or loses control of the room.

Self Destruct: This is both the enrage condition and the synchronized kill check. If one Oppressor dies significantly earlier than the other, the surviving boss begins casting Self Destruct and the raid has only a short window to finish the second. Because of this, phase two is not just about survival. It is also about managing boss health evenly.

Phase 2 Handling: Keep the original Oppressor south and Oppressor 0.5 north. Claim Alarum intentionally, drag them under the orange missile markers, and kill them there to shrink the incoming 3000-Onze Missile. After each Quick Landing, tanks need to separate the bosses again immediately. As both bosses approach low health, the raid should stabilize them to similar percentages and prepare to finish them almost together. A ranged or melee Limit Break can help close the gap if one boss starts to drift ahead.

Encounter Flow

The encounter starts with the short Steam Room pull and Faust check, then transitions into a simple but structured opening phase against Oppressor. Early mechanics focus on raid-wide healing, prey isolation, and clean spread movement while the group establishes boss position on the south side of the room.

The first major shift comes with Emergency Deployment, where the raid learns to manage Alarum adds by claiming them intentionally and killing them away from the boss. That same skill becomes essential in phase two, where the adds are no longer just an inconvenience but the key tool for shrinking the incoming missiles.

Once Oppressor 0.5 enters, the fight turns into a true split-boss encounter. Tanks must keep both Oppressors apart, DPS must guide and kill Alarum under the missile indicators, and the group must repeatedly reset after Quick Landing. The final challenge is health control: both bosses need to die close together or the surviving one will wipe the raid with Self Destruct.

A1N is not the most mechanically complex raid in Alexander, but it establishes several important raid fundamentals cleanly. If the group controls add movement, separates the bosses properly, and respects the synchronized kill requirement, the encounter stays stable from start to finish.

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