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a_golden_opportunity_helper [2024/03/07 23:19] – [Blizzard III Mechanic] mistahmikeya_golden_opportunity_helper [2024/05/07 15:40] (current) – [What it does] mistahmikey
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   * Automatically interrupts Goldor's Blizzard III cast and initiates a high damage sequence of attacks.   * Automatically interrupts Goldor's Blizzard III cast and initiates a high damage sequence of attacks.
   * Automatically casts the spells required to kill the Glittering Slime that pops when Goldor casts Slimy Summon.   * Automatically casts the spells required to kill the Glittering Slime that pops when Goldor casts Slimy Summon.
-  * Automatically casts the spells required to kill up to 2 Balls of Fire that pop when Goldor casts Fire.+  * Automatically casts the spells required to kill up to 2 Balls of Fire that pop when Goldor casts Fire. You can optionally have AGOH display an arrow that shows you the direction your character is facing to make it easier to successfully navigate the Fire mechanic.
   * Automatically uses Loom to pull you to safety when Goldor casts Blast while you have the Heavy debuff.     * Automatically uses Loom to pull you to safety when Goldor casts Blast while you have the Heavy debuff.  
   * Automatically casts the spells you will need in Act 2 to obtain the All That Glitters achievement.   * Automatically casts the spells you will need in Act 2 to obtain the All That Glitters achievement.
   * Automatically casts Diamondback when the 4 marionettes cast Golden Beam   * Automatically casts Diamondback when the 4 marionettes cast Golden Beam
-  * Automatically buffs you with Mighty Guard when Goldor casts Rush and automatically cancels it afterwards. +  * Automatically buffs you with Mighty Guard when Goldor casts Rush in Act 2, and automatically cancels it afterwards. 
-  * Enables speed and view enhancements that allow you to move quickly and zoom farther out so you can more easily deal with game mechanics and without affecting your ability to obtain the All That Glitters achievement.+  * Provides optional speed and view enhancements that allow you to move quickly and zoom farther out so you can more easily deal with game mechanics and without affecting your ability to obtain the All That Glitters achievement.
  
 ===== Requirements ===== ===== Requirements =====
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  * Goblin Punch or Sharpened Knife (melee spell)  * Goblin Punch or Sharpened Knife (melee spell)
  * Whistle  * Whistle
 + * Tingle
  * Triple Trident  * Triple Trident
  * Surpanakha  * Surpanakha
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 | Enable Speed Enhancement* | When checked, AGOH will apply a speed enhancement that will allow you to move quickly without jeopardizing the All That Glitters achievement.  When unchecked, AGOH will set your speed back to normal. The speed enhancement is only in effect when you are in the arena, and is always removed (if enabled) when you exit the arena. | | Enable Speed Enhancement* | When checked, AGOH will apply a speed enhancement that will allow you to move quickly without jeopardizing the All That Glitters achievement.  When unchecked, AGOH will set your speed back to normal. The speed enhancement is only in effect when you are in the arena, and is always removed (if enabled) when you exit the arena. |
 | Enable Zoom Enhancement* | When checked, AGOH will apply a zoom enhancement that will allow you to zoom out much farther than normal.  When unchecked, AGOH will set your zoom back to normal. The zoom enhancement is only in effect when you are in the arena, and is always removed (if enabled) when you exit the arena. | | Enable Zoom Enhancement* | When checked, AGOH will apply a zoom enhancement that will allow you to zoom out much farther than normal.  When unchecked, AGOH will set your zoom back to normal. The zoom enhancement is only in effect when you are in the arena, and is always removed (if enabled) when you exit the arena. |
 +| Enable Player Direction Arrow* | When checked, during the Act 1 Fire mechanic, an arrow will be displayed that shows you where your character is currently facing.  This gives you important information:  1)  it shows you what Balls of Fire are being targeted to be killed, and 2) it helps you ensure you point yourself towards the safe spot created by killing fire balls. |
 | Missing Spells | If you are missing any spells AGOH requires, they will be displayed in a list.  This control is only displayed when you are missing spells. | | Missing Spells | If you are missing any spells AGOH requires, they will be displayed in a list.  This control is only displayed when you are missing spells. |
  
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 Common to both acts is AGOH's healing and debuff removal.  In Act 1, AGOH will heal you with Pom Cure whenever your health gets below 75%; 80% for Act 2.  The only removable debuff you receive is Electrocution, which AGOH removes with Exuviation.  Be aware, depending on the current mechanic in play, these healing actions my be delayed to ensure higher priority concerns are dealt with first. Common to both acts is AGOH's healing and debuff removal.  In Act 1, AGOH will heal you with Pom Cure whenever your health gets below 75%; 80% for Act 2.  The only removable debuff you receive is Electrocution, which AGOH removes with Exuviation.  Be aware, depending on the current mechanic in play, these healing actions my be delayed to ensure higher priority concerns are dealt with first.
  
-Also common to both acts is AGOH's general approach to damaging Goldor (who is vulnerable to physical attacks), which is to beat him to death slowly using your chosen melee spell. If you have both Goblin Punch and Sharpened Knife active, Goblin Punch will be preferred, as it performs just a bit better. The Blizzard III Mechanic (explained below) provides an opportunity to get off a little flurry of spells that will do a nice bit of damage.  There is also a brief period at the beginning of Act 2 where AGOH will cast the 6 elemental spells needed for the All That Glitters achievement a total of 3 times each in case they were possibly interrupted by your movement and thus didn't land. But for the most part, it's slow and steady wins the race, where you stick close to Goldor whenever you can so you get in as many melee whacks as possible. Using the Healer role, it took me just over 24 minutes out of the 30 available to win using Goblin Punch and just over 28 minutes using Sharpened Knife.+Also common to both acts is AGOH's general approach to damaging Goldor (who is vulnerable to physical attacks), which is to beat him to death slowly using your chosen melee spell. If you have both Goblin Punch and Sharpened Knife active, Goblin Punch will be preferred, as it performs just a bit better. The Blizzard III Mechanic (explained below) provides an opportunity to get off a little flurry of spells that will do a nice bit of damage.  There is also a brief period at the beginning of Act 2 where AGOH will cast the 6 elemental spells needed for the All That Glitters achievement, monitoring the cast in case they were possibly interrupted by your movement and thus didn't land so they can be recast. But for the most part, it's slow and steady wins the race, where you stick close to Goldor whenever you can so you get in as many melee whacks as possible. Using the Healer role, it took me just over 24 minutes out of the 30 available to win using Goblin Punch and just over 28 minutes using Sharpened Knife.
  
 You must also pick a role to mimic using Aetheric Mimicry.  I briefly tried DPS and Tank modes, but the healing just isn't adequate - once you start taking damage, which is impossible to avoid, the healing is so miniscule it never catches up.  You can take some pretty good hits in Healer mode, all the way down to having just a sliver of health left, yet quickly restore all your health; I've been successful defeating Goldor numerous times now using it.  Perhaps there is a way to make DPS or Tank mode work, but I'm not putting in the time to figure that out. So donning Healer mode is my strong recommendation. You must also pick a role to mimic using Aetheric Mimicry.  I briefly tried DPS and Tank modes, but the healing just isn't adequate - once you start taking damage, which is impossible to avoid, the healing is so miniscule it never catches up.  You can take some pretty good hits in Healer mode, all the way down to having just a sliver of health left, yet quickly restore all your health; I've been successful defeating Goldor numerous times now using it.  Perhaps there is a way to make DPS or Tank mode work, but I'm not putting in the time to figure that out. So donning Healer mode is my strong recommendation.
  
-The key to success is internalizing the required mechanics so the movement they require becomes second nature. This may require you to make many runs. The good news is AGOH makes it so the ONLY thing you have to worry about is how and where to move.  I couldn't play my character manually if my life depended on it, and I now can get through this duty reliably.  So don't become frustrated if it takes you a bunch of tries and time before you get there - you will.+The key to success is internalizing the required mechanics so the movement they require becomes second nature. This may require you to make many runs. The good news is AGOH makes it so the ONLY thing you have to worry about is how and where to move.  I couldn't play my character manually if my life depended on it, and I now can get through this duty reliably.  So don't become frustrated if it takes you a bunch of tries and time before you get there - you will. The third party Argus and Moogle Telegraphs addons can be greatly helpful here, as they will make it much easier for you to see the AOEs.  So if you already have them, definitely enable them. 
 + 
  
 ===== Start of Act 1 ===== ===== Start of Act 1 =====
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 ===== Blizzard III Mechanic ===== ===== Blizzard III Mechanic =====
  
-Whenever Goldor casts Blizzard III, AGOH will smack him with a Flying Sardine, then follow that with a high damage sequence:  Whistle, Triple Trident, and Surpanakha. You must remain still during the high damage sequence to avoid interrupting it. This mechanic occurs periodically in both Act 1 and Act 2, and is zero stress.+Whenever Goldor casts Blizzard III, AGOH will smack him with a Flying Sardine, then follow that with a high damage sequence:  Whistle, Tingle, Triple Trident, and Surpanakha. You must remain still during the high damage sequence to avoid interrupting it. This mechanic occurs periodically in both Act 1 and Act 2, and is zero stress.
  
 The first time this occurs in Act 1, Goldor will subsequently begin channeling Fire III - remain in the AOE circle until you see the last Surpanakha cast, which is well within the time you need to get out.  Then, run around the perimeter of the arena until Goldor is done with follow-up casts and starts to walk towards you.  Remain at the perimeter of the Arena and engage Goldor for a few melee hits in preparation for the Slimy Summon Mechanic. The first time this occurs in Act 1, Goldor will subsequently begin channeling Fire III - remain in the AOE circle until you see the last Surpanakha cast, which is well within the time you need to get out.  Then, run around the perimeter of the arena until Goldor is done with follow-up casts and starts to walk towards you.  Remain at the perimeter of the Arena and engage Goldor for a few melee hits in preparation for the Slimy Summon Mechanic.
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 ===== Fire Mechanic ===== ===== Fire Mechanic =====
  
-Goldor moves to the center of the arena to cast Fire, which is the most dicey situation you will encounter in Act 1, and how you move is key to being able to survive it.  This spawns 8 Ball of Fire (BOF) mobs that AGOH will automatically kill to create a safe area you can get blown into when Goldor subsequently casts Aero III.  The goal is for 2 adjacent BOFs behind Goldor to be killed, but the ones selected may wind up being a bit lateral at times.  AGOH initially casts Feather Rain which typically affects 3 BOFs, after which AGOH will select the one with the lowest health to finish off with Sonic Boom, then will kill one adjacent to it with Sonic Boom,  thereby creating a nice wide safe area. However, depending on how you must move to avoid subsequent Goldor spells that he casts while the BOFs are up may occasionally result in only one BOF being killed due to spell cast interrupts. The key here is to remain calm and only move if absolutely necessary while the BOFs are being killed and to ensure you see which BOFs are killed, because that is where you must plan to point yourself when Goldor casts Aero III. The first time Goldor casts Fire, he will follow that up with a Blast you must avoid, so very minimal movement is required and two BOFs should easily get killed.  But all subsequent Fire casts will be followed by a Thunder III, which is when the fun begins, because not only will you receive an Electrocution debuff, a volley of circular AOEs will randomly appear on the floor that you must dodge.  Sometimes it's easy, sometimes they will spawn in a way that blocks you from easily getting pointed at the safe spot when Aero III is cast.  This will likely take you some time to get comfortable with, so don't be surprised if it gets you once in a while. When the BOFs start channeling their Burn spell, you should see the safe area that was created at the arena perimiter by the previous BOF kills, which is typically nice and wide if 2 BOFs were killed, but can be very small if only one was.  As best you can given that AOEs might make standing in the optimum spot impossible, position yourself close to where Goldor is standing inside the ring of BOFs and facing directly at the safe spot.  You can be a little sloppy with this positioning as long as where you wind up is close to the safe spot, as you will have a split second to move yourself into it if you are just outside of it. Then when Aero III culminates, it should blow you in a way that allows you to get into the safe spot and avoid getting wiped.  Once that occurs, AGOH will remove your Electrocution debuff and heal you as necessary.+Goldor moves to the center of the arena to cast Fire, which is the most dicey situation you will encounter in Act 1 and Act 2, and how you move is key to being able to survive it.  This spawns 8 Ball of Fire (BOF) mobs that AGOH will automatically kill to create a safe area you can get blown into when Goldor subsequently casts Aero III.  The goal is for 2 adjacent BOFs behind Goldor to be killed, but the ones selected may wind up being a bit lateral at times.  AGOH initially casts Feather Rain which typically affects 3 BOFs, after which AGOH will select the one with the lowest health to finish off with Sonic Boom, then will kill one adjacent to it with Sonic Boom,  thereby creating a nice wide safe area. However, depending on how you must move to avoid subsequent Goldor spells that he casts while the BOFs are up may occasionally result in only one BOF being killed due to spell cast interrupts. The key here is to remain calm and only move if absolutely necessary while the BOFs are being killed and to ensure you see which BOFs are killed, because that is where you must plan to point yourself when Goldor casts Aero III. The first time Goldor casts Fire, he will follow that up with a Blast you must avoid, so very minimal movement is required and two BOFs should easily get killed.  But all subsequent Fire casts will be followed by a Thunder III, which is when the fun begins, because not only will you receive an Electrocution debuff, a volley of circular AOEs will randomly appear on the floor that you must dodge.  Sometimes it's easy, sometimes they will spawn in a way that blocks you from easily getting pointed at the safe spot when Aero III is cast.  As a hedge to help you survive if you get hit by one of the Thunder III AOEs as you try to position to point yourself at the safe spot, AGOH will cast Mighty Guard on you, and will automatically cancel it after 10 seconds.  
 + 
 +This mechanic is quite hectic and will likely take you some time to get comfortable with, so don't be surprised if it gets you once in a while. When the BOFs start channeling their Burn spell, you should see the safe area that was created at the arena perimeter by the previous BOF kills, which is typically nice and wide if 2 BOFs were killed, but can be very small if only one was.  As best you can given that AOEs might make standing in the optimum spot impossible, position yourself close to where Goldor is standing inside the ring of BOFs and facing directly at the safe spot.  You can be a little sloppy with this positioning as long as where you wind up is close to the safe spot, as you will have a split second to move yourself into it if you are just outside of it. Then when Aero III culminates, it should blow you in a way that allows you to get into the safe spot and avoid getting wiped.  Once that occurs, AGOH will remove your Electrocution debuff and heal you as necessary
 + 
 +AGOH provides a feature that will display an arrow pointing in the direction your character is facing during this mechanic.  This can make it much easier for you to see what BOFs are being killed and, when Aero III is cast, if you are properly pointed towards the safe spot.
  
 This mechanic occurs periodically only in Act 1.  It is high stress, but once you get adept at surviving it, the rest of Act 1 is a piece of cake. This mechanic occurs periodically only in Act 1.  It is high stress, but once you get adept at surviving it, the rest of Act 1 is a piece of cake.
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 ===== Start of Act 2 ===== ===== Start of Act 2 =====
  
-Rush across the arena to the center and engage Goldor there. AGOH will begin to cast a sequence of spells that will allow you to meet the elemental requirements for the All That Glitters achievement.  To hedge against one of these getting cancelled because you move, it will repeat this sequence 3 times before moving onto casting your melee spell for the remainder of the fight.  You should be able to stand in the center long enough for all 6 to successfully cast before Goldor casts Aero III.+Rush across the arena to the center and engage Goldor there. AGOH will begin to cast a sequence of spells that will allow you to meet the elemental requirements for the All That Glitters achievement.  To hedge against one of these getting cancelled because you move, AGOH will monitor each elemental spell cast to ensure it is successful before moving onto casting your melee spell for the remainder of the fight.  You should be able to stand in the center long enough for all 6 to successfully cast before Goldor casts Aero III.
  
 ===== Aero III + Golden Cross Mechanic ===== ===== Aero III + Golden Cross Mechanic =====
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 ===== Quake + Golden Beam Mechanic ===== ===== Quake + Golden Beam Mechanic =====
  
-Goldor will again cast Shining Summon, this time to spawn 4 Gilded Marionettes, after which he will cast Quake.  You will need to position yourself just outside the edge of the resulting Quake circle AOE halfway between any two of the Gilded Marionettes in preparation for moving into a small survival area just a bit forward from there.  The 4 Marionettes will the being casting Golden Beam, which results in an intersecting pattern of wedge AOEs.  When that pattern appears, you must immediately bump yourself forward into the small area just inside the AOE circle but before the lines resulting from the intersecting wedge AOES.  It is a VERY small area, but it is crucial to being able to survive the ensuing massive damage that is created by the overlap of Quake and Golden Beam. You must do this quickly, because AGOH will cast Diamondback on you about 1.5 seconds after the Golden Beams are cast. To make it easier to see the survival area, you can zoom way out and take an overhead view of the arena. If you are properly in the survival area when you get the Diamondback effect, you will not die, but if you aren't, you will.+Goldor will again cast Shining Summon, this time to spawn 4 Gilded Marionettes, after which he will cast Quake.  You will need to position yourself just outside the edge of the resulting Quake circle AOE halfway between any two of the Gilded Marionettes in preparation for moving into a small survival area just a bit forward from there.  The 4 Marionettes will the being casting Golden Beam, which results in an intersecting pattern of wedge AOEs.  When that pattern appears, you must immediately bump yourself forward into the small area just inside the AOE circle but before the lines resulting from the intersecting wedge AOES.  It is a VERY small area, but it is crucial to being able to survive the ensuing massive damage that is created by the overlap of Quake and Golden Beam. You must do this quickly, because AGOH will cast Diamondback on you a little less than a second after the Golden Beams are cast. To make it easier to see the survival area, you can zoom way out and take an overhead view of the arena. If you are properly in the survival area when you get the Diamondback effect, you will not die, but if you aren't, you will.
  
 This mechanic only occurs once in Act 2.  It is moderate stress, but once you become familiar with the visual of where that survival area is, it's not too hard to reliably position within it. This mechanic only occurs once in Act 2.  It is moderate stress, but once you become familiar with the visual of where that survival area is, it's not too hard to reliably position within it.
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 ===== Blizzard III Mechanic ===== ===== Blizzard III Mechanic =====
  
-This is the same mechanic as it is in Act 1. However, as AGOH is delivering the high damage sequence, Goldor will being casting Rush. In preparation for increasing your chances of surviving Rush, AGOH will cast Mighty Guard on you. Being able to properly execute the Rush mechanic will make or break your ability to win.+This is the same mechanic as it is in Act 1. However, as AGOH is delivering the high damage sequence, Goldor will being casting Rush. In preparation for increasing your chances of surviving Rush, AGOH will cast Mighty Guard on you. Being able to properly handle the Rush mechanic will make or break your ability to win.
  
 ===== Rush + Blast Mechanic ===== ===== Rush + Blast Mechanic =====
  
 Goldor moves to the arena center to cast Rush, and you should be positioned in the arena center as well.  Rush seems to be a combination of Thunder III, Aero III, Blast, and Quake - there will be a LOT of AOEs you will need to dodge.   When Rush completes, you will be blown to the edge of the arena. At this time, Goldor will have the Quake circle AOE surrounding him.  You goal is to run around the perimeter of the arena avoiding the Thunder III and Blast AOEs however you can (it's very random, and it's different every time), all the while keeping an eye on the Quake circle AOE.  As soon as the Quake circle AOE dissipates, you must immediately position yourself inside where it was BUT taking care not to wind up in any Thunder III AOE circles that might be lingering within.  If you get through all that, then you will need to dodge two additional Blast casts, which is of course very simple. Goldor moves to the arena center to cast Rush, and you should be positioned in the arena center as well.  Rush seems to be a combination of Thunder III, Aero III, Blast, and Quake - there will be a LOT of AOEs you will need to dodge.   When Rush completes, you will be blown to the edge of the arena. At this time, Goldor will have the Quake circle AOE surrounding him.  You goal is to run around the perimeter of the arena avoiding the Thunder III and Blast AOEs however you can (it's very random, and it's different every time), all the while keeping an eye on the Quake circle AOE.  As soon as the Quake circle AOE dissipates, you must immediately position yourself inside where it was BUT taking care not to wind up in any Thunder III AOE circles that might be lingering within.  If you get through all that, then you will need to dodge two additional Blast casts, which is of course very simple.
- 
-The third party Argus and Moogle Telegraphs addons can be greatly helpful here, as they will make it much easier for you to see the AOEs.  So if you already have them, definitely enable them. 
  
 This mechanic occurs periodically only in Act 2.  It is extremely high stress and quite tricky to get through the 5 or 6 times you're likely going to need to. Assuming you started out near full health, the Mighty Guard buff does allow you to make ONE mistake, but that's it.  If you get hit more than once, you're dead.  I had this happen to me twice when I had Goldor to under 5% before I finally became familiar enough with the AOE visuals to reliably choose the correct places to avoid getting smoked into oblivion. This mechanic occurs periodically only in Act 2.  It is extremely high stress and quite tricky to get through the 5 or 6 times you're likely going to need to. Assuming you started out near full health, the Mighty Guard buff does allow you to make ONE mistake, but that's it.  If you get hit more than once, you're dead.  I had this happen to me twice when I had Goldor to under 5% before I finally became familiar enough with the AOE visuals to reliably choose the correct places to avoid getting smoked into oblivion.
a_golden_opportunity_helper.1709853554.txt.gz · Last modified: 2024/03/07 23:19 by mistahmikey