A3N – Living Liquid
Duty Information
Expansion: Heavensward
Series: Alexander
Tier: Alexander: Gordias
Encounter: Alexander: The Arm of the Father
Players: 8 Players (2 Tanks, 2 Healer, 4 DPS)
Duty Finder Type: Raid (Normal)
Level: 60
Item Level: 170
Unlock Requirement: Tinker, Seeker, Soldier, Spyh
Encounter Overview
A3N – Living Liquid is the third encounter of Alexander: Gordias and introduces a multi-phase fight built around repeating transformations, positioning control, and mechanic layering. The encounter cycles through three core phases before transitioning into a final phase, requiring players to adapt to changing mechanics while maintaining consistent positioning discipline.
The defining challenge of the fight is spatial control. The outer edge of the arena is covered in an electrified field that stuns, damages, and paralyzes players on contact. Many mechanics involve knockbacks or forced movement, making improper positioning extremely punishing.
For a full breakdown of raid difficulty across all tiers, see the FFXIV Raid Rankings.
Arena Overview
The encounter takes place on a circular platform surrounded by an electrified boundary. Contact with the edge results in heavy damage, paralysis, and often a quick death if combined with other mechanics.
Because of this, the boss should generally be tanked near the center of the arena at all times. Many mechanics—including knockbacks, tethers, and polarity effects—are designed to punish players who drift too close to the edge.
Boss Mechanics
Global Mechanics
Boss Cleave: Living Liquid cleaves the main tank in most phases. The boss should always be faced away from the group to prevent unnecessary damage.
Edge Hazard: The electrified boundary is a constant threat. Many mechanics will push or pull players, so positioning toward the center is always safer.
Phase 1 – Human Form
Protean Wave: Multiple conal AoEs fire outward from the boss, dealing damage and knocking players back. Sidestep cleanly rather than reacting late, as knockback toward the edge can be fatal.
Splash: Light raid-wide damage cast three times in succession. Healers should prepare for repeated AoE healing.
Sluice: Four players receive markers and must spread out, as they will deal AoE damage around themselves. At the same time, additional circular AoEs appear under random players. Movement needs to be controlled to avoid overlapping damage while not drifting toward the edge.
Rotation: Protean Wave → Sluice → Splash x3
Phase 2 – Hand Form
Shared Cleave: The boss’s cleave must be shared between both tanks. Tanks should stack together to handle this safely.
Wash Away: Raid-wide knockback in random directions. Players should stand in the center to minimize risk of being pushed into the electrified boundary. Anti-knockback abilities can simplify this mechanic.
Split (Liquid Limb): The boss splits into two hands. The off-tank should pick up the add, and both tanks must face their targets away from the raid. Each hand applies Blunt Resistance Down, increasing incoming damage.
Rotation: Cleave → Wash Away → Cleaves → Split → Multi-cleave sequence
Phase 3 – Tornado Form
Liquid Tornado: The boss becomes untargetable and transforms into a tornado in the center. It cannot be damaged during this phase and is surrounded by a damaging pool.
Add Waves: Two types of adds spawn and move toward the edge:
- Gear Lubricant: Low HP, kill quickly
- Piston Lubricant: Higher HP, must be stunned mid-path to prevent rushing the edge
Failure to stop these adds results in heavy raid damage.
Tether Mechanic: A tether appears on a random player. This must be passed to a tank, who then moves away from the group. When it expires, it deals heavy AoE damage that can kill non-tanks.
Polarity (Plus/Minus): Two players receive either a red (+) or blue (-) marker:
- Same signs → stack together (they will be pushed apart)
- Opposite signs → spread apart (they will be pulled together)
Improper handling results in damage and Atrophy, significantly reducing stats.
Phase 4 – Final Phase
Return to Human Form: The boss regains Phase 1 abilities while adding new mechanics.
Cascade: Raid-wide AoE that also creates large persistent AoE pools on the arena. These reduce safe space and must be avoided.
Tank Cleave Upgrade: Now applies Blunt Resistance Down, requiring tank swaps every 4–5 stacks.
Polarity Returns: The plus/minus mechanic from the tornado phase returns and must be handled while navigating Cascade pools.
Enrage: A final Cascade will wipe the raid if the boss is not defeated in time.
Encounter Flow
The fight cycles through Phase 1 (Human), Phase 2 (Hand), and Phase 3 (Tornado) before repeating the sequence. With sufficient DPS, later tornado phases may be shortened or skipped entirely.
Early phases focus on learning positioning and movement discipline, while the tornado phase introduces add control and mechanic coordination. The final phase combines earlier mechanics with reduced arena space, increasing pressure significantly.
Success depends on maintaining central positioning, handling knockbacks safely, and executing polarity mechanics correctly while adapting to shrinking safe zones.
Timeline (Simplified)
Phase 1 → Phase 2 → Phase 3 → Repeat Cycle →
Final Phase (Cascade + Polarity) → Enrage
Key Strategy Notes
- Always prioritize center positioning to avoid edge deaths
- Face boss away from raid in all cleave phases
- Stack tanks during Hand phase cleaves
- Handle polarity carefully—this is a major wipe source
- Pass tether to a tank and isolate it from the group
- Kill and control adds quickly during Tornado phase
- Manage Cascade pools to preserve movement space