A2S – The Machinists
Duty Information
Expansion: Heavensward
Series: Alexander
Tier: Alexander: Gordias
Encounter: Alexander: The Cuff of the Father (Savage)
Players: 8 Players (2 Tanks, 2 Healer, 4 DPS)
Duty Finder Type: Raid (Savage)
Level: 60
Item Level: 195
Unlock Requirement: A Song of Steam and Steel
Encounter Overview
A2S – The Machinists is a multi-wave endurance encounter that replaces traditional boss mechanics with structured enemy waves, resource management, and strict execution checks. Unlike standard raid fights, this encounter revolves around controlling the battlefield while progressing through nine increasingly complex waves of enemies.
The defining mechanic of the fight is the Magitek Gobwalker system, where one or two players pilot machines to control bombs, debuff enemies, and stabilize wave pressure. Success depends on clean wave execution, proper target priority, and efficient Gobwalker usage.
For a full breakdown of raid difficulty across all tiers, see the FFXIV Raid Rankings.
Arena Overview
The encounter takes place on a large platform where enemies spawn in fixed locations depending on the wave. Positioning is critical, as tanks must separate dangerous enemies, DPS must collapse priority targets, and Gobwalker pilots must control bombs without disrupting raid flow.
Three Magitek Gobwalkers are available, each with limited energy. One or two DPS players should pilot these, while the third can be reserved for emergency energy refills.
Mechanic Archive
Magitek Gobwalker System
Energy Management: Each Gobwalker starts with 10,000 energy and does not regenerate automatically. Efficient ability use is critical to lasting the full fight.
Meltyspume: Applies stacking Vulnerability Up (up to 5 stacks). Use this to accelerate priority kills, especially on Gobwidows.
Stickyloom: Pulls targets to the Gobwalker. Primarily used to reposition bombs safely away from the raid.
Cracklyplume: Frontal cone stun that only affects goblin-type enemies. Extremely important for safely grouping and AoEing packs.
Recharge: Restores energy by draining Boomtype enemies below 15% HP. DPS must intentionally stop damage to allow recharge windows.
Self-detonate: Explosion after exiting the Gobwalker. Used in final wave for additional damage once bombs are no longer present.
Bombs
Bombs spawn starting from Wave 4 and explode after 15 seconds. These cannot be killed and must be repositioned using Gobwalkers. Each explosion applies Fire Resistance Down, increasing damage from subsequent bombs.
Enemy Threat Breakdown
Hardmind: Applies Magic Vulnerability Down to nearby enemies. Must be killed quickly or separated.
Hardhelm: Applies Physical Vulnerability Down. Same handling as Hardmind.
Gobwidow: Applies Prey tankbuster (Boomcannon) that deals damage based on missing HP. Tanks must be healed to near full before impact.
Boomtype Gobwalker: Recharge target. Must be brought to 15% HP and held briefly.
Jagd Dolls: High physical pressure with cleaves and AoEs. Must be faced away and managed carefully.
Soldiers / Snipers: Lower priority but add consistent pressure. Snipers require pickup due to range.
Wave Strategy
Wave 1: Two Soldiers. Stack and clear quickly. Gobwalker pilots can mount here.
Wave 2: Soldiers + Sniper + Hardmind. Split tanks. Kill Hardmind first to remove magic mitigation.
Wave 3: Adds Hardhelm. Group enemies and stun with Cracklyplume. AoE burn.
Wave 4: Introduces Bombs + Boomtype. Pull bombs away. Burn Boomtype to 15% and Recharge.
Wave 5: Two Gobwidows + Soldiers. Tanks split Gobwidows. DPS burn one quickly. Heal tanks fully before Boomcannon.
Wave 6: Hardhelm + Boomtype + Jagd Doll. Kill Hardhelm → Boomtype → Jagd. Manage leftover Gobwidow if needed.
Wave 7: Four Jagd Dolls. Split between tanks. Kill two quickly to free one tank.
Wave 8: Mixed goblins. Group for Cracklyplume stun and AoE burn. Clean remaining Jagds after.
Wave 9: Final push. Everything spawns. Tanks split north/south. AoE burst + Limit Break. Kill Boomtype first, then clean remaining enemies.
Encounter Flow
The encounter progresses through nine structured waves, each introducing additional complexity. Early waves establish control patterns, mid waves introduce bomb management and resource constraints, and late waves combine all mechanics into high-pressure execution checks.
Wave 4 marks the first major shift with bomb control. From this point onward, Gobwalker usage becomes mandatory for clean execution. Waves 5–8 test coordination and priority handling, while Wave 9 serves as the final burn phase with full mechanic overlap.
Proper pacing is critical—some waves progress on timers, meaning inefficient clears can cause overlaps that overwhelm the raid.
Timeline (Simplified)
Wave 1 → Wave 2 (Hardmind intro) → Wave 3 (Full grouping AoE) →
Wave 4 (Bombs + Recharge) → Wave 5 (Gobwidows) →
Wave 6–7 (Heavy pressure) → Wave 8 (Full grouping burn) →
Wave 9 (Final AoE + LB burn)
Key Strategy Notes
- Assign Gobwalker pilots before pull—do not improvise
- Always kill Hardmind/Hardhelm first to remove damage reduction
- Stop DPS on Boomtype at 15% for Recharge
- Keep tanks topped before Boomcannon
- Use Cracklyplume to stabilize large pulls
- Wave pacing matters—slow clears will cause overlaps
- Use Limit Break in Wave 9 for stabilization