A4N – The Manipulator

Duty Information

Expansion: Heavensward

Series: Alexander

Tier: Alexander: Gordias

Encounter: Alexander: The Burden of the Father

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

Duty Finder Type: Raid (Savage)

Level: 60

Item Level: 170

Unlock Requirement: The Pulsing Heart

Encounter Overview

A4N – The Manipulator is the final encounter of Alexander: Gordias and serves as a structured multi-phase fight built around target priority, add control, and sustained raid damage. Unlike earlier encounters in the tier, this fight transitions between destroying individual boss components before culminating in a full-phase burn where all mechanics combine.

The encounter is divided into three phases: destroying the first leg, destroying the second leg, and a final full-body phase where The Manipulator uses a combination of all previous mechanics alongside new raid-wide pressure tools. Success depends on clean add handling, proper spreading, and controlled healing during the final phase.

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

Arena Overview

The fight takes place on a wide circular platform with no environmental hazards, but the encounter compensates with constant splash damage mechanics. Nearly every ability deals AoE damage, meaning player spacing is critical at all times.

Melee players should spread around the boss while ranged players maintain distance from each other. Overlapping unnecessarily will quickly amplify incoming damage, especially in the later phases.

Boss Mechanics

Global Mechanics

Splash Damage Focus: Almost every mechanic deals AoE damage. Proper spacing is one of the most important fundamentals in this encounter.

Quarantine: A DPS and the off-tank are periodically removed from the arena and placed into a separate room where they must defeat an add before returning. Dying inside this room results in a permanent loss, making survival critical.

Phase 1 – First Leg

The raid targets one of The Manipulator’s legs. The other leg will fully heal when one is destroyed, so all damage must be focused onto a single target.

Orbs: A player is marked, causing orbs to spawn from the edges of the arena and move toward them. These must be intercepted before reaching the target. Players intentionally collide with the orbs to detonate them early.

Handling Orbs: Tanks should take the majority of orbs when possible, as they can better survive the splash damage. DPS and healers can assist, but should avoid taking too many in succession.

Execution Focus: Clean orb interception and controlled spreading. The phase is simple but punishes sloppy positioning.

Transition Window: After the first leg is destroyed, The Manipulator becomes briefly targetable. This is a burst window—use cooldowns before it transitions with a raid-wide AoE.

Phase 2 – Second Leg

This phase removes orbs but introduces add pressure and coordination checks.

Laser Adds: Untargetable adds tether players with orange lines. These beams must be intercepted so no single player takes multiple hits. The targeted player should remain still to make interception easier.

Jagd Dolls: High-priority adds that spawn around the arena. These deal AoE damage and apply Luminous Aetheroplasm. At four stacks, the player dies instantly.

Handling Jagd Dolls: Assign players (typically DPS) to each add. Keep them separated and kill them quickly. No player should handle multiple dolls at once.

Quarantine Impact: If an assigned player is sent to quarantine, another player must immediately take over their assigned add. Communication here is critical to prevent deaths.

Execution Focus: Prioritize Jagd Dolls above everything else. Manage laser intercepts cleanly while maintaining spacing.

Transition Window: After destroying the second leg, The Manipulator becomes targetable again for another short burst phase before transitioning.

Phase 3 – The Manipulator

The final phase combines earlier mechanics with new raid-wide pressure tools. Add mechanics from Phase 2 are removed, but damage intensity increases significantly.

Carnage Zero: Targets random players with heavy splash damage. Players must remain spread to avoid overlapping hits.

Judgement Nisi: Each healer receives a colored debuff (red or blue) with multiple stacks. If healers come into contact with each other, stacks transfer and instantly kill them.

Healer Positioning: Healers must remain on opposite sides of the arena for the entire duration of this mechanic. This is one of the most important positioning rules in the fight.

Discoid: A repeating sequence:

  • 4 AoEs on players
  • 4 AoEs on players
  • Heavy tankbuster

Damage increases as the fight continues, requiring increasing mitigation and healing commitment.

Execution Focus: This phase is a sustained healing and positioning check. Players must spread consistently, healers must remain separated, and tanks must prepare for escalating damage from Discoid.

Enrage: Damage continues to ramp until the raid is overwhelmed if the boss is not defeated in time.

Encounter Flow

The fight progresses through two structured component phases followed by a final burn phase. Phase 1 introduces orb control and spacing, Phase 2 adds coordination and priority management through Jagd Dolls and lasers, and Phase 3 removes add pressure in favor of sustained raid damage and strict positioning.

The encounter becomes progressively less forgiving as it continues, shifting from mechanical execution to endurance and healing pressure in the final phase.

Timeline (Simplified)

Phase 1 (Orbs + Spread) →
Burn Window →
Phase 2 (Jagd Dolls + Lasers) →
Burn Window →
Phase 3 (Carnage + Nisi + Discoid) →
Enrage

Key Strategy Notes

  • Always focus one leg at a time—never split damage
  • Intercept orbs early to control damage in Phase 1
  • Prioritize Jagd Dolls immediately in Phase 2
  • Assign players to adds and maintain coverage when quarantined
  • Keep players spread at all times due to splash damage
  • Healers must stay separated during Judgement Nisi
  • Prepare mitigation for Discoid tankbusters
  • Use burst windows after each leg is destroyed

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