A7S – Quickthinx Allthoughts

Duty Information

Expansion: Heavensward

Series: Alexander

Tier: Alexander: Midas

Encounter: Alexander: The Arm of the Son (Savage)

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

Duty Finder Type: Raid (Savage)

Level: 60

Item Level: 225

Unlock Requirement: A Refrain for the Undaunted

Encounter Overview

A7S – Quickthinx Allthoughts is a structured rotation fight built around bomb control, role-based jail mechanics, and strict positional execution. While many mechanics resemble the normal version, savage difficulty introduces tighter timing, overlapping mechanics, and significantly higher punishment for mistakes.

The fight progresses through a fixed sequence of phases, each reinforcing earlier mechanics while adding new layers of pressure. Success depends on consistent execution—there are no recovery windows once mistakes begin stacking, as deaths grant the boss damage increases that quickly spiral into a wipe.

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

 

Arena Overview

The arena consists of a central circular platform surrounded by four corner squares. The outer edges are lined with spikes that apply Vulnerability Up and a damage-over-time effect. While the damage is manageable when moving between mechanics, being forced into spikes during active damage events will quickly become lethal.

Later in the fight, the central platform becomes electrified, forcing all players into the corner squares and introducing rotational movement patterns along the edges of the arena.

 

Boss Mechanics

Bomb Assignments

Bombs appear either on all players or a single player. When all players are targeted, the raid must spread to assigned cardinal and intercardinal positions. Intercardinal players typically run across the spikes into corners, while cardinal players hold edges of the central platform. This ensures all explosions are isolated.

When a single bomb appears, the targeted player must immediately move away from the group. This mechanic is not just positioning—it determines the upcoming jail pairing, which must be handled correctly in the following Zoomdoom.

 

Zoomdoom (Core Fight Mechanic)

Zoomdoom is the defining mechanic of A7S and is responsible for most wipes. It combines two assignment systems simultaneously: a tether and a Prey marker.

The tethered player will be pulled into one jail, while the Prey target will pull any nearby players into another jail. Both of these can and must be reassigned before resolution.

The critical rule is that only one player must enter each jail. If multiple players are caught by Prey, additional enemies spawn and the jail becomes extremely difficult or impossible to resolve.

At the same time, players must ensure that:

  • The correct role enters each jail (tank → white, healer → green, caster → red, melee → purple)
  • The player previously hit by bombs does not enter a jail
  • Players with Magic Vulnerability Up are not near jail explosions

This creates a layered responsibility:

  • Bomb player → must avoid jail entirely
  • Tether → must be intercepted by correct role
  • Prey → must be passed to correct role and isolated

Failure at any point results in either instant death inside the jail or a cascade failure in the main arena.

 

Jail Mechanics (Execution Detail)

White Jail (Tank): Player must fight an enemy while avoiding being knocked into the walls. Getting pushed into the wall freezes the player, often leading to failure. Tanks should position carefully and mitigate incoming hits.

Green Jail (Healer): A poison vent fills the room. If the jailed player does not stand on the vent, the entire raid is poisoned. This is a sacrifice mechanic—the healer must take damage to prevent raid-wide failure.

Red Jail (Caster): Player is afflicted with Pyretic and must remain completely still while the outside group destroys the Padlock. Any movement or action causes damage and likely death.

Purple Jail (Melee): Player is afflicted with Throttle and must kill an add before the timer expires. Failure results in immediate death.

Each Zoomdoom cycle uses two jail types. The combinations rotate across phases and never repeat consecutively, requiring players to constantly adjust assignments.

 

Encounter Rotation

Opening Sequence

The fight begins with light movement and establishes baseline positioning:

Corporal Punishment x2 → dodge both →
Sizzlebeam → targeted player separates →
Sizzlespark → raid-wide heal →
Bomb (All Players) → spread to assigned positions

This sets the positional structure used for the rest of the fight.

 

Phase 1 (First Zoomdoom Cycle)

The first single bomb appears. This determines the upcoming jail pairing.

The bomb player moves away while the group prepares for Zoomdoom. As the boss casts, all players move away from the boss to avoid Suppuration, then begin reassignment:

  • Tether is intercepted by correct role
  • Prey is passed to correct role in the center
  • All other players move to edges

Only one player enters each jail. Tanks pick up spawned dolls immediately while DPS eliminate them quickly.

The phase continues:

Sizzlespark →
Uplander Doom x4 → tank swap or heavy mitigation →
Second Bomb (Single) → opposite job type →
Second Zoomdoom → remaining jail pair

This phase ends with Sizzlebeam and Sizzlespark.

 

Phase 2 (Movement + True Heart Phase)

This phase introduces movement hazards and add pressure.

Uplander Doom x5 → prepare tank swap →
Weight of the World → avoid rolling balls →
Undying Affection → True Heart spawns → kill immediately

The boss must be moved away from both the Heart and the rolling balls while DPS prioritizes the add. Failure to kill the Heart results in boss healing and a large damage increase.

Thrown Flames → healer isolates →
Second True Heart → kill again →
Sizzlebeam → reposition →
Sizzlespark → heal

 

Phase 3 (Second Zoomdoom Cycle)

This phase repeats jail mechanics under higher pressure.

Bomb → Zoomdoom →
Sizzlebeam →
Sizzlespark x2 →
Bomb → Zoomdoom (remaining jail pair)

The raid must now execute the same assignment logic faster and with less room for error.

Uplander Doom x5 → tank swap →
Sizzlespark x2 → heavy healing →
Bomb (All Players) → full spread reset

 

Phase 4 (Electrocution Field)

The center platform becomes electrified, forcing all players into a single corner.

Thrown Flames → healer isolates to separate corner →
Electrocution Field → group stacks in assigned corner

The raid must now rotate along the edges:

Corporal Punishment x4 → rotate around square →
Sizzlespark → heal →
Repeat rotation → maintain spacing

This is a sustained movement phase where positioning discipline is critical.

 

Phase 5 (Final Add Pressure)

Thrown Flames + Weight of the World →
True Heart → kill immediately →
Uplander Doom x6 → use invulnerability if available

Movement, add control, and healing all overlap heavily here.

Sizzlebeam →
Thrown Flames (second healer) → isolate →
Final True Heart → kill →
Sizzlespark x3 → heavy raid damage

 

Phase 6 (Final Zoomdoom Cycle + Enrage)

The final phase combines all mechanics under maximum pressure.

Sizzlebeam or Bomb (2 players) →
Zoomdoom → final jail assignments →
Sizzlespark → heavy healing →
Repeat pattern with opposite combination

Uplander Doom x6 → final tank mitigation →
Sizzlespark →
Sizzlespark (Enrage cast)

The boss must be defeated before the final Sizzlespark finishes casting.

 

Encounter Flow

Setup → Bomb Control → Zoomdoom →
Movement Phase → Zoomdoom →
Corner Rotation → Final Zoomdoom → Enrage

This is a consistency fight. The mechanics do not change dramatically—the pressure increases until execution breaks.

 

Key Strategy Notes

  • Assign jail roles before pull—never improvise
  • Track bomb players before every Zoomdoom
  • Ensure only one player enters each jail
  • Kill True Heart immediately every time
  • Isolate Searing Wind targets completely
  • Rotate cleanly during Electrocution Field
  • Stabilize before pushing phases—greed kills runs here

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