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Taximan (TM)

What it does

Provides a one-click interface that will transport your character to chosen places all over Eorzea, even if they are on different worlds - just sit back and leave the driving to us. The choices are essentially endless:

  • Allows you to save the current location your character is at to a list of favorite places and categorize them so you can easily return to them later - even if you are visiting another world.
  • Allows you to travel directly to any world.
  • Allows you to travel to any housing area, ward, and plot, making it easy for you to get to that honking party at a house you've never been to in a jiffy.
  • Allows you to select a fish (including spearfish) from an extensive list and travel to its fishing spot (required fishing conditions, if known, are also displayed.)
  • Allows you to open a treasure map and with one button click travel to the dig spot indicated by the big red X - no more map matching required!
  • Allows you to open the Area Map control (usually by hitting the “M” key) and travel to the vicinity of any spot on the currently open map by clicking on it - even if the map is not for your current location.
  • Allow you to travel to a map flag you have set in any world you choose.
  • Provides you access to thousands of standard locations located in the in-game data for NPCs, mobs, objects, and gathering items to explore as you wish.
  • Allows you to abort any initiated travel before your character arrives at the destination.

Taximan only uses the in-game teleport functions your character uses - no teleport hacks are employed, so you can use Taximan with confidence.

Requirements

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

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

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

To enable TM to travel to placards, you must have completed all the following unlock quests, which adds the “Residential District Aethernet” option to each major city's Aetheryte:

  1. Where the Heart Is (Mist)- Lower La Noscea, Ahctkoen – X32,Y20
  2. Where the Heart Is (Lavender Beds) – Central Shroud, Margeria – X21,Y22
  3. Where the Heart Is (The Goblet) – Western Thanalan, Imme – X25,Y24
  4. I Dream of Shirogane (Shirogane) - Kugane, Tsurubami – X12,Y10
  5. Ascending to Empyreum (Empyreum) - Foundation, Gondelimbaud – X10,Y12

They are trivial to complete.

IMPORTANT

TM can move your character to almost limitless places, but it cannot go to every possible location in the game. First and foremost, it is limited by the Minion Mesh system - if the location you wish to travel to is on a mesh, then TM has a good chance of getting to it. If it's not on the mesh, then TM cannot move to it - however, you can use the Minion mesh editing tool (the Navigation menu item on the Minion main menu) to fix such mesh deficiencies, and you can submit those fixes through me to have them incorporated into the Minion baseline. Second, TM is able to get to any location that can be directly accessed after traveling to an aetheryte, aethernet, or city gate. Locations that are behind secondary gates (like when you must talk to an NPC or open a door) are likely not accessible - but - I have provided access to a handful of useful ones in the initial release, and I do have the ability to add access to positions behind secondary gates as people identify a burning need for them. Secondary gate access in the initial release includes locations in: all the housing areas, the Island Sanctuary, any GC barracks or city inn, and the door to The Rising Suns - including the door to Unukalhai.

UI

You start TM via the FFXIVMinion menu drop down. It's under the “MistahMikey” menu item. Clicking “Taximan” 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.

On all the tabs that enable you to travel to locations, those locations are displayed in a table, which are initially sorted in ascending order by search criteria. To travel to a particular location, you select it with the mouse and RIGHT DOUBLE CLICK on it. The tables are scrollable, so you can bring any location desired into view. When the location list for a table is large (some of the provided ones contain thousands of locations), you can use the Find control above the table to quickly search for the ones you want to bring them into view. The Find control operates as you would expect - you type in your search criteria (which can be a lua pattern, similar to a regex), hit enter, and the search is done. If nothing matches, you get a popup that tells you the next search will start from the top of the list. If you get a hit, then the location is scrolled to the first table row and the Find Next and Clear buttons appear. Each time you click Find Next, the next found location will be scrolled into the first table row, until no more hits exist, and you get the popup telling you the search will start from the top of the list. Clicking Clear erases the search criteria in the Find control.

Whenever you select a destination that takes you to another world, TM first checks if you are near one of the portal aetherytes (Limsa Lominsa, New Gridania, or Ul'dah-Steps of Nald) , and if you are, it will use it to do the transfer. If you are out and about in the world, then TM will select a random portal aetheryte to use for the transfer.

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

Finally, for some of the location lists, the columns are sortable. For sortable columns, the column headers provide buttons that allow you to sort the list according to values in that column: “^” sorts in the ascending direction (lowest to highest values), while “v” sorts in the descending direction (highest to lowest values). (The current screen shots do not show the sort button - I'm too lazy to update all the screen shots right now.)

NAVIGATING BY CLICKING ON THE AREA MAP

When Taximan is enabled, if you open the Area Map (usually by pressing the “M” key), you can navigate to the vicinity of points on the currently open map by RIGHT double-clicking on spot to which you wish to navigate. Whenever the Area Map is opened, the FFXIV mapid corresponding to that map is displayed (see the Main Tab.) A couple of notes regarding the use of this feature:

  • You must ensure you have the destination map selected - not any of the overview maps. Sometimes this means you must click again on the overview map to bring up the detailed destination map.
  • You must ensure you RIGHT double-click within the Area Map. If you click outside the Area Map, unexpected results may ensue. This can be mitigated by optionally requiring the SHIFT key to be held down when you right-double click
  • Because the Area Map does not provide any elevation information, Taximan attempts to approximate a elevation coordinate to get you to your selected destination. It typically will be higher that your selected destination, so Taximan will attempt to land you on whatever is below. If the actual destination is within a structure, after landing you probably will have to move manually to enter that structure to get to where you really wanted to go.
  • The Area Map coordinate you select cannot be precisely translated to a real world position. It will generally be close, but it may be a few yalms off, requiring you to do a little manual moving to complete the journey.
  • You aren't limited to only navigating on the Area Map corresponding to your current location. You can select other maps using the Area Map controls, and when you click on them, Taximan will take you there PROVIDED there is a aetheryte or custom intermediary available to get you to that map. All maps having aetherytes should be accessible.

Main Tab

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

Enabled* When checked, enables you to travel to chosen locations.
Block Trades* When checked, and TM is enabled, will cancel any trade request made by another player.
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 TM Discord channel if you need support. Be advised I am in the Eastern Time zone (UTC-05:00).
Current World Displays the name of the current world you are in.
Current Area Mapid Only appears when an Area Map is open. Displays the FFXIV mapid of the currently open Area Map.
Dismount on Arrival* When checked (the default), causes your character to dismount when the destination is reached.
Shift+Right Double Click on Area Map* When checked, you must hold down the Shift key while right double-clicking for TM to move your character.
Use Aetheryte Ticket* When checked, IF you have aetheryte tickets in your inventory, they will be used for teleporting; otherwise (not checked or no available aetheryte tickets) gil will be used.
Mount Delays Enabled* When checked, allows you to apply delay values for 1) when you start moving after mounting and 2) when you attempt to mount after teleporting. This is to facilitate using party follow addons to provide time for the party to properly mount.
Mount Departure Delay (seconds)* This only appears when Mount Delays Enabled is checked. Your character will delay the number of specified seconds after mounting before attempting to move.
Teleport Arrival Mount Delay (seconds)* This only appears when Mount Delays Enabled is checked. Your character will delay the number of specified seconds after a teleport completes before attempting to mount.
Go Home When clicked, if you are visiting another world, you will be returned to your home world.
<World Selection ComboBox> For operations on this tab that support it, this is used to select the destination world.
Go To World When clicked, you will travel to the world currently selected in the <World Selection ComboBox>.
Go to Map Flag This is only displayed when you have placed a flag on a map. When clicked, you will travel to the map flag location. If you have checked “Use Selected World”, you will first travel to the map flag in world currently selected in the <World Selection ComboBox>.
Use Selected World* This is only displayed when you have placed a flag on a map. When checked, clicking “Go to Map Flag” will first travel to the world currently selected in the <World Selection ComboBox> before traveling to the map flag location.
Abort Travel This is only displayed when you initiate an action that causes your character to travel and only while it is actually traveling. When clicked, the current trip is aborted at your character's current location. If a teleport action is being cast, it will be cancelled (transitions to different worlds cannot be cancelled.)
Clear Map Flag This appears only when a map flag is set. When clicked, clears any currently set map flag.
Map Flag Setting Notification* A FFXIV text command to execute when you set a map flag a treasure map location. Typically, this would be some kind of party chat command that uses <flag> to send the flag location to party members.
Set Map Flag at Treasure Map This appears only when a Treasure Map is open. When clicked, sets a map flag on the map corresponding to the treasure spot of the selected treasure map.
Go To Treasure Map This appears only when a Treasure Map is open. When clicked, you will travel to the dig spot for the open Treasure Map control.

Favorites Tab

This tab allows you to save locations your character visits so you can return to them later. Different categories of favorites can be saved and displayed selectively via the Favorite Category dropdown control. The “Default” category is a fixed category that existing entries that existed prior to the addition of the Favorite Category feature are automatically assigned. In the locations table, you can change the destination world for the favorite location by using the drop down in its entry. The controls on this tab are:

Find As already explained, allows you to search for specific locations. The Favorite Description column is searched for the criteria you specify.
Save Allows you to save the current location your character is at into the favorites list. A popup will appear prompting you for a brief description and a category used to tag the location. In the “Favorite Description” field, type in a helpful hint and enter it. Then, in the “Favorite Category” field, enter the category you wish to assign to the favorite. The currently selected favorite category will automatically be the field value by default. You can select an existing category for the field value by using the dropdown control. You can also specify the field value by typing it in if you prefer. When you enter the category, it will be checked against existing categories by doing a case-insensitive search against existing categories, and if it matches an existing category, the field value will be set to the existing category. If the category entry does not match an existing category, a popup will appear giving you the option of adding it to the existing categories. Be aware, the case of your entered new category becomes the default case for the new category.
Delete Allows you to delete selected favorite locations.
Change Category Allows you to change the category assigned to selected favorites to a different category. A popup will appear prompting you for the different category. In the “Favorite Category” field, enter the category you wish to assign to the favorite. You can select an existing category for the field value by using the dropdown control. You can also specify the field value by typing it in if you prefer. When you enter the category, it will be checked against existing categories by doing a case-insensitive search against existing categories, and if it matches an existing category, the field value will be set to the existing category. If the category entry does not match an existing category, a popup will appear giving you the option of adding it to the existing categories. Be aware, the case of your entered new category becomes the default case for the new category.
Rename Category Allows you to change the value used for an existing category. Select the existing category to be renamed by using the “Rename” dropdown control. Then, in the “To” field, enter the new category. You can select another existing category for the field value by using the dropdown control. You can also specify the field value by typing it in if you prefer. When you enter the category, it will be checked against existing categories by doing a case-insensitive search against existing categories, and if it matches an existing category, the field value will remain the new category. If the category entry does not match an existing category, a popup will appear giving you the option of adding it to the existing categories. Be aware, the case of your entered new category becomes the default case for the new category. When you successfully enter a new category, all the category of all favorites matching the existing category will be changed to the new category. Note: you cannot rename the “Default” category.

Placards Tab

This tab allows you to travel to any placard in any housing area in Eorzea, even if they are in different worlds. You select where you want to go by using the drop-down controls and the text entry fields.

World Select the destination world
Housing Area Select the destination housing area
Ward No Enter destination ward number
Plot No Enter the destination plot number
Go Go to the selected placard

Fishes Tab

This tab allows you to select a fish and travel to its fishing spot. The fishing spots are extracted from the in-game data that defines them. In addition to the fishing spots, known information about how to catch fish is displayed - if it doesn't appear, it's not yet known. This fish catching information is gathered from various web sites that crowd source fishing information. The fish catch information is provided on a best effort basis and is not guaranteed to be accurate or up to date. An attempt will be made to update this information as the crowd source data improves, but the timeliness, or even continuation, of these updates is also not guaranteed.

The fish catching information provided is:

Level The level your character must be to catch the fish.
iLevel The item level (for desynthesizing).
Patch The game version when the fish was added.
Fishing Spot The name assigned to the place you go to get this fish.
Weather Conditions The weather conditions under which the fish can be caught. If there are multiple conditions, the are separated by the vertical bar character. Weather transition conditions are as show as <previous weather conditions> → <catch weather conditions>
Catch Window The Eorzean start and stop time during which the fish can be caught.
Catch Actions The suggest sequence of actions you must take to catch the fish. For normal fish, each action is shown as <bait>/<tug>/<hookset>. If mooching is required, it is indicated by →; there may be multiple mooches required. For spearfish, the required spearfishing gig size is shown: Big(large),Average(medium),Small

This feature will get you close to the fishing spot, but likely not in the correct position to begin fishing. The in-game fishing spot data only provides the X and Y map coordinates of the middle of the fishing spot, so the Z coordinate (elevation) has to be guessed. As a result, your character will likely arrive a location that is not exactly at the fishing spot and thus will need to be manually moved a little for your character to be able to fish. In some cases, the in-game spot may be over an position at which your character cannot land. Again, you'll need to manually move your character a little to complete the journey. This is especially true for spearfishing; you will be taken to the surface of the water into which you must dive to find the nodes.

Only fishing spots in the open world can be reached. There will be certain listed fish that have fishing spots which Taximan cannot get to - like the ones for ocean fishing, for instance. As there are thousands of fish and hundreds of fishing spots, it is not possible to test every single one. If you run into problems reaching a fishing spot in the open world, be sure to report the exact entry you selected so the issue can be debugged.

The controls for this tab are:

Find As already explained, allows you to search for specific locations. The Fish Name column is searched for the criteria you specify.

Game Data Locations

The next four location tabs are built from static data SE includes in your game client binary - specifically, the Levels sheet. These locations are provided mainly for the curious, and may only have limited practical utility. The locations provided generally concern the location of certain character NPCs, certain quest mobs, certain quest objects, and certain quest gatherables. Except for the character NPC locations, most of the others are likely only useful when you are doing quests. As there are many thousands of these locations provided, I leave it to the intrepid users out there to discover if anything useful is in that data. When you find something interesting, be sure to share it with the TM community.

ENpcs Tab

This tab provides in-game location data generally about character NPCs. The control for this tab are:

Find As already explained, allows you to search for specific locations. The ENpc column is searched for the criteria you specify. This column is typically the name of the character NPC, but many of the entries are nameless.

BNpcs Tab

This tab provides in-game location data generally about quest mobs. The control for this tab are:

Find As already explained, allows you to search for specific locations. The BNpc column is searched for the criteria you specify. This column is typically the name of the quest mob, but many of the entries are nameless.

EObjs Tab

This tab provides in-game location data generally about quest items. The control for this tab are:

Find As already explained, allows you to search for specific locations. The BNpc column is searched for the criteria you specify. This column is typically the name of the quest item, but many of the entries are nameless.

Gathering Items Tab

This tab provides in-game location data generally about quest gathering items. The control for this tab are:

Find As already explained, allows you to search for specific locations. The Gathering Item column is searched for the criteria you specify. This column is typically the name of the quest gathering item, but many of the entries are nameless.

Movement Tab

The Movement Tab allows you to control what kind of movement speed will be used to move your character within the zones TM visits. There are two types of movement speed enhancements that are used: running speed actions and mounts. Running speed actions include Sprint, and if you use the right character, Peloton and Fists of Wind. These are invoked as they are available when the distance you must move is fairly short as indicated by the Mount Cutoff Distance. When the distance is longer than the Mount Cutoff Distance, a selected or random mount will be used to travel that distance. The controls on this tab are:

Enable Speed Actions When checked, TM will attempt to use speed actions (Sprint, Peloton, Fists of Wind) whenever they are available and it is appropriate. The mount will take priority if the cutoff distance requirement is met.
Speed Action Cutoff Distance (yalms) The distance above which TM will use Speed Actions to move your character.
Enable Mount When checked, TM will attempt to use a mount whenever one is available and it is appropriate.
Mount Cutoff Distance (yalms) The distance above which TM will use a mount to move your character.
Mount Selection A list of mounts from which you can chose one to use whenever a mount is needed to run that long distance to the placard. Be aware that this list, due to limitations in Minion, contains more mounts than you really own. If you pick one it turns out you cannot use (because you don't own it or you are in a zone where mounts aren't allowed), a popup will appear informing you of the situation.
Select Random Mount When checked, TM will randomly pick an available mount that you own to run to the placard. This overrides your Mount Selection.

A Golden Opportunity Helper (AGOH)

What it does

Helps you defeat Goldor in the The Masked Carnivale's “A Golden Opportunity” BLU duty fight:

  • 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.
  • 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 Rush 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.

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
  • Whistle
  • Triple Trident
  • Surpanakha
  • Flame Thrower
  • Northerlies
  • Alpine Draft
  • Plaincracker
  • Electrogenesis
  • Hydro Pull

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 instance, 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 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).

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 can work for you, and you do not take terminal damage. Movement is required almost every time Goldor casts a spell; the dance you must do 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, 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 attempt to cast the 6 elemental spells needed for the All That Glitters achievement a total of 3 times each to (hopefully) ensure they weren't 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.

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.

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.

Blizzard III Mechanic

Whenever Goldor casts Blizzard III, AGOH will smack him with a Flying Sardine, then followed 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.

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.

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. AGOH will then automatically cast Mighty Guard to help you survive any hiccups in the Rush 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.

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 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 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.

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.

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 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.

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 remotely problematic is Fire, 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, 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.

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 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.

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 Goblin Punching 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 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.

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.

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 execute 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!

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.

Debug Tab

This tab is primarily intended for use in conjunction with consultation with TM 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, TM 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, TM will include the current tick count in the debug messages. This provides information that facilitates debugging timing issues.
Debug Message Level Settings TM'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.

Support

For support or requests, please contact me on discord: https://discord.gg/anNZVWghGY. 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. TM 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.

taximan.txt · Last modified: 2024/03/04 02:56 by mistahmikey