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A Golden Opportunity Helper (AGOH)

What it does

Helps you defeat Goldor in the The Masked Carnivale's “A Golden Opportunity” BLU duty fight and obtain the All That Glitters achievement:

  • Automatically handles all healing needs (Pom Cure), debuff removals (Exuviation), and keeps Lucid Dreaming up when available.
  • 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 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 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 buffs you with Mighty Guard when Goldor casts Aero III in Act 1 and Rush in Act 2, and automatically cancels it afterwards.
  • 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

You must also download MistahMikeysLib from the store. It's free, of course.

AGOH supports the following languages: EN, FR, JP, KR, and CN.

You must ensure FFXIV, Minion, and AGOH are always updated to their latest versions.

You must have the following BLU spells active:

  • Flying Sardine
  • Pom Cure
  • Exuviation
  • The Ram's Voice
  • Ultravibration
  • Feather Rain
  • Sonic Boom
  • Loom
  • Mighty Guard
  • Diamondback
  • Goblin Punch or Sharpened Knife (melee spell)
  • Whistle
  • Tingle
  • Triple Trident
  • Surpanakha
  • Flame Thrower
  • Northerlies
  • Alpine Draft
  • Plaincracker
  • Electrogenesis
  • 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:

Slot Gear Melds
Main Hand Predatrice 2x +24 Critical Hit
Head Phantasmal Hat 2x +24 Spell Speed
Body Augmented Cryptlurker's Robe of Casting 2x +24 Spell Speed
Hands Phantasmal Gloves +24 Critical Hit, +24 Determination
Legs Phantasmal Slacks 2x +24 Spell Speed
Feet Phantasmal Shoes +24 Critical Hit, +24 Determination
Earrings Augmented Cryptlurker's Earring of Casting 2x +24 Critical Hit
Necklace Augmented Cryptlurker's Choker of Casting 2x +24 Critical Hit
Bracelets Augmented Cryptlurker's Bracelet of Casting +24 Critical Hit, +24 Spell Speed
Ring 1 Augmented Cryptlurker's Ring of Casting 2x +24 Spell Speed
Ring 2 Phantasmal Sardine Ring +24 Critical Hit, +24 Spell Speed

You should also use food. I used Caviar Canapes.

IMPORTANT

AGOH only automatically moves your character in one situation, when it uses Loom to deal with Goldor's Gravity spell. You are required to move the character in all other circumstances, which means you will need to become familiar with the mechanics of how you must position yourself to avoid damage and for the spells AGOH automatically casts to work and not be interrupted by your movement. Below I will explain how AGOH expects you to position yourself in critical circumstances, as well as some movement strategies you can employ to avoid getting smoked. Internalizing all this can take some practice, so don't expect instant success. But even if you are like me and cannot play your own character to save your ass, you will ultimately get it down and prevail. Patience is a virtue.

BE AWARE THERE IS NO TRIAL PERIOD FOR THIS ADDON. IF YOU EXPERIENCE ANY BUGS, I WILL WORK WITH YOU AS LONG AS YOU WISH (AND AS LONG AS YOU ARE CIVIL) TO FIX THEM. BUT IF YOU DON'T MEET THE BASIC REQUIREMENTS CLEARLY SPELLED OUT HERE, YOU WILL HAVE TO WAIT UNTIL YOU DO - NO REFUNDS WILL BE GIVEN.

UI

You start AGOH via the FFXIVMinion menu drop down. It's under the “MistahMikey” menu item. Clicking “A Golden Opportunity Helper” should pop up its UI window. The UI consists of different input areas called tabs that are selected by clicking the tab name that appears on the first line of the UI. Each tab is described below.

GENERAL UI USAGE NOTE

When entering a value into a field control, when you begin to enter the text, the text will appear dimmed as a visual cue you are in the process of modifying the current value of the field. The field value is not entered until you hit either the RETURN key or the TAB key, at which time the value might be checked, resulting in a popup if an error is detected. After dismissing an error popup, you should be returned to the field control to correct the error. If you navigate away from a field control by focusing other controls (say, by clicking in a different field control) before entering the value, the current value will be redisplayed and the value you were in the process of entering will be lost.

In the AGOH control descriptions, if the control label has a asterisk appended, it means that value is saved in your profile (see the Profile Tab.)

Main Tab

This tab generally controls the overall operation of AGOH. The controls on this tab are:

Enabled* When checked, AGOH will cast spells for you when you are in the arena.
Reset Resets all settings to their default initial values. You can use this to abort certain operations you've started if you can catch it in time. If you have a current profile set, and Load Current Profile After Reset (Profile Tab) is enabled, then your saved profile values will be loaded. The Reset button will disappear while the reset is in progress, and will reappear when it completes.
Discord Icon Takes you to the AGOH Discord channel if you need support. Be advised I am in the Eastern Time zone (UTC-05:00).
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 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.

Profile Tab

The Profile Tab allows you to persistently store most of TM's settings. The profile settings are stored in files unique to the character and game language used to create the profile. You can create as many profiles as you like. The controls on this tab are:

Load Current Profile After Reset When checked, if you hit Reset on the Main Tab, or when TM is loaded when you start Minion, after all settings are initialized to their default values, the saved settings in your current profile are loaded.
Current Profile Name The settings file you selected to be the current profile being used by TM.
Load Load all settings from the current profile.
Save Save all settings to the current profile.
Add New Profile The name of a new profile you wish to add (must be a valid file name).
Add Create the new profile and save all current settings to it.

The table is a list of all the profiles you have created for the current character and game language. Using the “Selection” column, you can select specific profiles for the operations Delete or Make Current. Obviously, only one profile at a time can be made current, so you can only select one for that operation, but you can select as many as you like for the Delete operation. You can select/deselect all profiles by using the checkbox in the operation row. Be aware that profile values are only saved when you explicitly request them to be saved via the Save button.

Debug Tab

This tab is primarily intended for use in conjunction with consultation with AGOH support. It enables various test scenarios and debugging information that are used to help diagnose issues that might occur during Squatter's operation. The controls on this tab are:

Enable Log file* When checked, AGOH will create a unique log file for your session. This only needs to be checked if you are told to do so by Squatter support.
Enable Timestamp* When checked, AGOH will include the current tick count in the debug messages. This provides information that facilitates debugging timing issues.
Debug Message Level Settings* AGOH's debug message system implements a simple filtering mechanism that can be used to allow or inhibit certain message classes, generally in increasing order of verbosity. The default settings are fairly “quiet”, but to debug issues you encounter you will be asked to enable more verbose settings to gather diagnostic information.

How to use AGOH to defeat Goldor

The fight proceeds in 2 “acts”, so you must kill Goldor twice. This requires that you move your character in a way that AGOH's automatic spell casting can work for you, and you do not take fatal damage. Movement is required almost every time Goldor casts a spell; the dance you must do to be successful in these circumstances I am calling a “mechanic”. Some mechanics are unique to each act, and some transcend both acts. Some occur only once, others repeatedly until Goldor dies. Fun stuff.

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, 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.

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

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

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.

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).

In act 2, Goldor casts this after the two Blasts that occur after Gravity. After he is interrupted, he will begin channeling Rush. If you did not manually enable Mighty Guard before this mechanic occurs, AGOH will then automatically cast Mighty Guard to help you survive any hiccups in the Rush + Blast mechanic (described below under Act 2.) 15 seconds after Mighty Guard is enabled by AGOH, it will automatically be cancelled so you don't suffer from the damage nerf it provides.

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 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.

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 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.

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. 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.

Fire III + Quake Mechanic

Goldor moves to the arena center and casts Fire III. Run around the arena perimeter to avoid, during which Godor casts Quake. Continue running around the perimeter of the Quake AOE circle, and just as it disappears, run to the front of Goldor.

This mechanic only occurs in Act 1. It is zero stress.

Thunder III Mechanic

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.

Act 1 Mechanic Sequence Summary

The sequence of mechanics required in Act 1 is:

Start → Blizzard III → Slimy Summon

After which the following sequence loops until Goldor is dead:

Fire → Gravity → Fire III + Quake → Thunder III → Blizzard III

The only part of this that is remotely problematic is the Fire Mechanic, as it can be a bit random in how the Thunder III AOEs connive to mess with your movement and ability to position properly to get to the safe spot. Everything else is easy peasy. This Act should take you 9-10 minutes to complete.

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, 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

Goldor will cast Shining Summon to spawn 4 Gilded Golems, after which he will cast Aero III. As a result of the Aero III cast, you will be blown to the edge of the arena. As Aero III is channeling, face one of the spawned Gilded Golems so you wind up near it when you arrive at the edge. The Golems then cast Golden Cross, which results in a checkerboard AOE pattern of dangerous and safe squares. You should be in or close enough to a safe square at the edge to quickly move into it.

This mechanic only occurs once in Act 2. It is zero stress.

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 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.

Thunder III + 24-carat Swing Mechanic

Goldor will again cast Shining Summon, this time to spawn a Gilded Cyclops. Goldor will then cast Thunder III and the Gilded Cyclops will cast 24-carat Swing. You goal is to run around the perimeter of the arena to dodge the Thunder III circle AOEs and the 24-carat Swing circle AOE. 24-carat Swing will suck you back towards the center, but just immediately run back out the to perimeter and keep running around the perimeter until Thunder III and 24-carat Swing are done.

This mechanic only occurs once in Act 2. It is zero stress.

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 meleeing him silly.

This mechanic only occurs once in Act 2. It is zero stress.

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 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 Blast AOE, it is zero stress.

Gravity Mechanic

This is the same mechanic as it is in Act 1.

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 handle the Rush mechanic will make or break your ability to win.

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.

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.

Act 2 Mechanic Sequence Summary

The sequence of mechanics required in Act 2 is:

Start → Aero III + Golden Cross → Quake + Golden Beam → Thunder III + 24-carat Swing → Gold Fever

After which the following sequence loops until Goldor is dead:

Blast + 24-carat Swing + Golden Cross + Golden Beam → Gravity → Blizzard III → Rush + Blast

The biggest problem you will have getting though this is that final Rush + Blast Mechanic. It does not result in any set pattern of AOEs, so each time will be a unique experience. The rest of it is straightforward. This Act should take you 13-15 minutes to complete, after which hopefully you are are rewarded with the following:

Good luck! Be sure to leave a post on https://discord.gg/zduMSAKB5x when you bring home the gold! Or if you need some help getting through the fight, try https://discord.gg/kmRHsDM4Xe and I or others will try to help you.

Support

For support or requests, please contact me on discord:https://discord.gg/VhkdzZaB54. I will respond as soon as I am able, generally within 24 hours at most.

When you need support, please provide me, at a minimum, the following:

  1. Enable the debug information category on the Debug Tab and do what you did to create the problem. Then take a screen shot of your Minion Console Log when the problem occurs. Make sure the Log's window as big as possible to show the maximum amount of output. If the output is larger than the window, then scroll the offscreen portions into view and send multiple screen shots.
  2. A screen shot of your Material Girl main tab

If you post this information to the specified channel (NOT RECOMMENDED), please ensure it does not contain any information that identifies your account, character, or server. For complete anonymity, just DM it to mistahmikey#4073. Additionally, you should not use an account you use for in-game communications so you can't be doxed as a botter.

If that initial information is insufficient for me to determine the cause, I will ask you to set other debug settings that will provide more information. AGOH is a complex piece of software, and can be negatively affected by a number of factors over which I have no control, not the least of which is what other addons you run. I appreciate your patience in working with me to solve your issue when it is not slam-dunk easy. As long as you are willing to try the debugging measures I request, I will work with you until your problem is solved.

a_golden_opportunity_helper.txt · Last modified: 2024/03/25 19:45 by mistahmikey