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agoldenopportunityhelper [2024/03/04 04:16] – [What it does] mistahmikeyagoldenopportunityhelper [2024/03/05 01:38] – [How to use AGOH to defeat Goldor] mistahmikey
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  * Mighty Guard  * Mighty Guard
  * Diamondback  * Diamondback
- * Goblin Punch+ * Goblin Punch or Sharpened Knife (melee spell)
  * Whistle  * Whistle
  * Triple Trident  * Triple Trident
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  * Electrogenesis  * Electrogenesis
  * Hydro Pull  * Hydro Pull
 + * Aetheric Mimicry
   
 You must have decent, fully repaired gear to survive this fight and complete it in the required 30 minutes. I don't know what the minimum requirements are, but I was able to beat it using the following gearset: You must have decent, fully repaired gear to survive this fight and complete it in the required 30 minutes. I don't know what the minimum requirements are, but I was able to beat it using the following gearset:
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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, which is to beat him to death slowly using Goblin Punch.  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 to (hopefully) ensure they weren'possibly interrupted by your movement. 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 Goblin Punches as possible. It took me just over 24 minutes out of the 30 available to win.+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. 
 + 
 +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.
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 ===== Start of Act 1 ===== ===== Start of Act 1 =====
  
-Rush across the arena to where Goldor is standing within the range of Goblin Punch and smack him for a few hits in preparation for the Blizzard III mechanic.+Rush across the arena to where Goldor is standing within the range of your melee spell and smack him for a few hits in preparation for the Blizzard III mechanic.
  
 ===== 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.+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.
  
-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 Goblin Punch 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.
  
 All subsequent times in Act 1 Goldor will cast this a few seconds after the end of a Thunder III cast (outside of the Fire mechanic, explained below).  After he is interrupted, he subsequently begins channeling Fire (see Fire Mechanic). All subsequent times in Act 1 Goldor will cast this a few seconds after the end of a Thunder III cast (outside of the Fire mechanic, explained below).  After he is interrupted, he subsequently begins channeling Fire (see Fire Mechanic).
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 ===== Slimy Summon Mechanic ===== ===== Slimy Summon Mechanic =====
  
-Goldor will begin to channel Slimy Summon.  Run to the center of the arena, just outside the circle there, where a Glittering Slime will spawn.  AGOH will kill it with The Ram's Voice followed by Ultravibration, so remain still.  Goldor casts Quake while this is happening, but if Goldor is at the perimeter (as he should be if you followed my previous advice), the the initial AOE circle should be just beyond where you are standing.  When that AOE disappears, you must move forward into the safe area that remains. Then move to the center of the arena. +Goldor will begin to channel Slimy Summon.  Run to the center of the arena, just outside the circle there, where a Glittering Slime will spawn.  AGOH will kill it with The Ram's Voice followed by Ultravibration, so remain still.  Goldor casts Quake while this is happening, but if Goldor is at the perimeter (as he should be if you followed my previous advice), the the initial AOE circle should be just in front of where you are standing.  When that AOE disappears, you must move forward into the safe area that remains. Then move to the center of the arena. 
  
 This mechanic only occurs in Act 1 and only once.  It is zero stress. This mechanic only occurs in Act 1 and only once.  It is zero stress.
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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 limit that to only one 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 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.
  
 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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 ===== Gravity Mechanic ===== ===== Gravity Mechanic =====
  
-When Goldor begins to cast Gravity, in Act 1 or Act 2, AGOH will use Loom to pull you just in front of him if you aren't already.  After you get the Heavy debuff, Goldor subsequently will cast 2 Blasts, and AGOH will use Loom to pull you just behind Goldor to avoid them.  So it's important here that Goldor is positioned in a way that the Loom pull doesn't wind up pulling you into the Electrocution Field outside the arena. I generally find it best to fight near the center of the area, so Goldor is always positioned there, which gives you the most flexibility in executing the proper mechanics.+When Goldor begins to cast Gravity, in Act 1 or Act 2, AGOH will use Loom to pull you just in front of him if you aren't already.  After you get the Heavy debuff, Goldor subsequently will cast 2 Blasts, and AGOH will use Loom to pull you just behind Goldor to avoid them.  So it's important here that Goldor is positioned in a way that the Loom pull doesn't wind up pulling you into the Electrocution Field outside the arena. I generally find it best to fight near the center of the area, so Goldor is always positioned there, which gives you the most flexibility in executing the proper mechanics. ** It is important here that you resist the urge to manually move your character out of the Blast AOE - doing so will cancel the Loom spell so you will not get out.  You might survice this in Act 1, but in Act 2, you are done. **
  
 This mechanic occurs periodically in Act 1 and Act 2.  It is zero stress. This mechanic occurs periodically in Act 1 and Act 2.  It is zero stress.
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 ===== Thunder III Mechanic ===== ===== Thunder III Mechanic =====
  
-When Goldor casts Thunder III, you only need to dodge the resulting randomly placed circle AOEs and the resulting Blast rectangular AOE.  Thunder III will result in you receiving the Electrocution debuff, which AGOH automatically removes.  Your goal is to remain still until Electrocution is cleared, which typically isn't hard, but you might have to interrupt it a few times if the circle AOE pattern requires you to move.+When Goldor casts Thunder III, you only need to dodge the resulting randomly placed circle AOEs and the subsequently cast Blast rectangular AOE.  Thunder III will result in you receiving the Electrocution debuff, which AGOH automatically removes.  Your goal is to remain still until Electrocution is cleared, which typically isn't hard, but you might have to interrupt it a few times if the circle AOE pattern requires you to move.  The quicker you clear Electrocution, the quicker you can get back to meleeing Goldor, but don't get too crazy about it.
  
 This mechanic occurs periodically only in Act 1.  It is zero stress. This mechanic occurs periodically only in Act 1.  It is zero stress.
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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 Goblin Punch 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, 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.
  
 ===== 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 very shortly after the Golden Beams are cast.  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 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.
  
 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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 ===== Gold Fever Mechanic ===== ===== Gold Fever Mechanic =====
  
-Goldor will cast Gold Fever, causing the crystal at the edge of the area to provide him defensive and offensive buffs and to become attackable. In order to get the All That Glitters achievement, you cannot kill this crystal, so AGOH ignores it.  During the time Goldor is interacting with the crystal you should be Goblin Punching him silly.+Goldor will cast Gold Fever, causing the crystal at the edge of the area to provide him defensive and offensive buffs and to become attackable. In order to get the All That Glitters achievement, you cannot kill this crystal, so AGOH ignores it.  During the time Goldor is interacting with the crystal you should be meleeing him silly.
  
 This mechanic only occurs once in Act 2.  It is zero stress. This mechanic only occurs once in Act 2.  It is zero stress.
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 ===== Blast + 24-carat Swing + Golden Cross + Golden Beam Mechanic ===== ===== Blast + 24-carat Swing + Golden Cross + Golden Beam Mechanic =====
  
-Goldor will now periodically cast Shining Summon to spawn 3 Gilded Golems, a Gilded Marionette, and a Gilded Cyclops.  When this happens, run behind the Gilded Marionette and wait for the Gilded Cyclops to cast 24-carat Swing.  This will cause you to be sucked back towards the center. When this happens, there will be a rectangular AOE from Blast that will be on one side of the Marionette, and your goal is to run immediately to the opposite side between the Marionette and the adjacent Gilded Golem all the way to the perimeter.  Then, when the checkerboard AOE pattern resulting from Golden Cross occurs, you should already be located in a safe square, but if initially you are not, just quickly bump yourself into it. Once the checkerboard pattern dissipates, run back up through the Blast AOE behind Goldor and get in a few Goblin Punch smacks, then position yourself in the arena center.+Goldor will now periodically cast Shining Summon to spawn 3 Gilded Golems, a Gilded Marionette, and a Gilded Cyclops.  When this happens, run behind the Gilded Marionette and wait for the Gilded Cyclops to cast 24-carat Swing - this will cause Goldor to walk towards you and cast Blast (occasionally, there might be an AOE behind the Marionette - if so, just avoid it at the perimiter then get behind when it dissipates. 24-carat Swing wil cause you to be sucked back towards the center. When this happens, there should be a rectangular AOE from Blast that will be to one side of the Marionette, and your goal is to immediately run between the Marionette rectangular AOE all the way to the perimeter.  Then, when the checkerboard AOE pattern resulting from Golden Cross occurs, you should already be located in a safe square, but if initially you are not, just quickly bump yourself into it. Once the checkerboard pattern dissipates, run back up through the Blast AOE behind Goldor and get in a few melee smacks, then position yourself in the arena center.
  
-This mechanic periodically occurs only in Act 2.  Once you understand exactly where the checkerboard safe square is between the Gilded Marionetted and the Gilded Golem, it is zero stress.+This mechanic periodically occurs only in Act 2.  Once you understand exactly where the checkerboard safe square is between the Gilded Marionetted and the Blast AOE, it is zero stress.
  
 ===== Gravity Mechanic ===== ===== Gravity Mechanic =====