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Difference between revisions of "Anything Gogo's"

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'''Gogo Flare''' and '''Gogo Holy''': These are arena wide spells that deal significant damage and are used one after the other. They deal around half your health, so it is important to heal between these attacks. A well timed [[Diamondback]] near the end of the '''Gogo Flare''' cast will protect you from both attacks as well.  Begin casting Diamondback when '''Gogo Flare''' is at approximately half its cast bar.
'''Gogo Flare''' and '''Gogo Holy''': These are arena wide spells that deal significant damage and are used one after the other. They deal around half your health, so it is important to heal between these attacks. A well timed [[Diamondback]] near the end of the '''Gogo Flare''' cast will protect you from both attacks as well.  Begin casting Diamondback when '''Gogo Flare''' is at approximately half its cast bar.


'''Gogo Meteor''': This spell has multiple effects. Gogo jumps to the center of the arena and circular AoE attacks begin to appear around the arena, often repeating in one direction. A proximity AoE attack will appear on one side of the arena, with two large fiery, circular AoEs appearing, slightly overlapped, opposite of the proximity AoE (which is where you should be standing), then a second set of a proximity marker opposite where the first was, along with another pair of fiery circles. The first set of fire circles will explode shortly after the first meteor, while the second set will explode shortly before the second meteor  Not that the first two meteors do not do excessively dangerous amounts of damage, so you do not need to be all the way against the far wall to survive the damage, even with two back to back.  This is important, because after the two proximity markers near the edges, the entire arena will be shown to have an AoE coming. This final meteor will deal a lethal amount damage, only survivable by using {{action icon|Diamondback}} 29.  Diamondback can be timed to also reduce the damage from the second meteor, it will last long enough to also apply to the third one.  As Gogo casts '''Charydbis''' immediately following the third meteor, typically while you are still immobile within Diamondback, it is recommended that you use Diamondback near the center of the arena to avoid a tornado spawning on your head..
'''Gogo Meteor''': This spell has multiple effects. Gogo jumps to the center of the arena and circular AoE attacks begin to appear around the arena, often repeating in one direction. A proximity AoE attack will appear on one side of the arena, with two large fiery, circular AoEs appearing, slightly overlapped, opposite of the proximity AoE (which is where you should be standing), then a second set of a proximity marker opposite where the first was, along with another pair of fiery circles. The first set of fire circles will explode shortly after the first meteor, while the second set will explode shortly before the second meteor  Not that the first two meteors do not do excessively dangerous amounts of damage, so you do not need to be all the way against the far wall to survive the damage, even with two back to back.  This is important, because after the two proximity markers near the edges, the entire arena will be shown to have an AoE coming. This final meteor will deal lethal damage, most effectively mitigated with {{action icon|Diamondback}} 29, though it can just barely be survived with {{action icon|Mighty Guard}} and maximum possible HP (ilvl, food buff, etc).  Diamondback can be timed to also reduce the damage from the second meteor, it will last long enough to also apply to the third one.  As Gogo casts '''Charydbis''' immediately following the third meteor, typically while you are still immobile within Diamondback, it is recommended that you use Diamondback near the center of the arena to avoid a tornado spawning on your head..


'''Charybdis''': This creates two stationary tornadoes at the edge of the arena, opposite from each other.  They regularly pulse a quick-telegraph AoE that's noticeably larger than the ground circle at the base of the tornado.  Getting hit by this AoE will suck you into the center, inflict heavy damage, and give you a Vulnerability stack. Gogo casts this a second time a few spells later, spawning a second pair 90 degrees offset from the first pair.  The AoE telegraphs and attacks are static in size, but are only telegraphed briefly before the attack.  The telegraphs and attacks are not large enough to intersect with adjacent tornadoes, meaning standing directly between two tornadoes is safe.  Be wary of walking too close to the tornado animation circles when moving for other mechanics.
'''Charybdis''': This creates two stationary tornadoes at the edge of the arena, opposite from each other.  They regularly pulse a quick-telegraph AoE that's noticeably larger than the ground circle at the base of the tornado.  Getting hit by this AoE will suck you into the center, inflict heavy damage, and give you a Vulnerability stack. Gogo casts this a second time a few spells later, spawning a second pair 90 degrees offset from the first pair.  The AoE telegraphs and attacks are static in size, but are only telegraphed briefly before the attack.  The telegraphs and attacks are not large enough to intersect with adjacent tornadoes, meaning standing directly between two tornadoes is safe.  Be wary of walking too close to the tornado animation circles when moving for other mechanics.

Latest revision as of 14:03, 5 October 2024

The masked carnival icon.png

Anything Gogo's

The masked carnivale stage title image.png
Number
31
Level
70


Standard Time
7:40
Ideal Time
6:50
Act 1 Enemies
Gogo, Master of Mimicry
Act 2 Enemies
Gogo, Master of Mimicry
Gil Reward
Gil 10,000
Seals Reward
Allied Seal 200
Tomestones
Allagan Tomestone of Poetics 160 
Next stage
A Golden Opportunity (duty)
Prev. stage
The Catch of the Siegfried
Patch
5.45

Anything Gogo's is a stage in The Masked Carnivale for Blue Mage, introduced in patch 5.45 with Shadowbringers.

Strategy

Important Spells: Bad Breath.png  Bad Breath 28 or Flying Sardine.png  Flying Sardine 24, White Wind.png  White Wind 13, Eerie Soundwave.png  Eerie Soundwave 57, Diamondback.png  Diamondback 29, and Exuviation.png  Exuviation 73

Reading its attacks before entering the instance is recommended, as the mechanics are fairly punishing if you do not know how to properly act.

Aetherial Mimicry.png  Aetheric Mimicry 77 is highly recommended and there are multiple options for what role to mimic. Mimicking a healer is a safe choice as it increases the healing potency of Exuviation.png  Exuviation 73. This fight requires a lot of healing, so using it to heal throughout the fight reduces the amount of times one would have to use White Wind.png  White Wind 13 with its significant mana cost. Damage over time spells like the Bristle.png  Bristle 12 enhanced Song of Torment.png  Song of Torment 9 and Aqua Breath.png  Aqua Breath 3 are useful, as much of this fight involves waiting for Gogo to lose his Mimic passive or is spent dodging his attacks. Magic Hammer.png  Magic Hammer 60 is also useful for its mana recovery utility.

Act 1

Mimic: Gogo gains the Mimic buff, meaning any spell targeted at him will allow him to respond with an attack that almost guarantees death. Simply not attacking him during this time and waiting the buff out will let you continue the fight. Note that you can still cast spells that are not targeted at him; healing spells like Exuviation.png  Exuviation 73 or White Wind.png  White Wind 13, buffing spells like Bristle.png  Bristle 12 or Whistle.png  Whistle, or other miscellaneous spells like Toad Oil.png  Toad Oil 32 and Diamondback.png  Diamondback 29 do not cause him to respond. You can also precast Apokalypsis.png  Apokalypsis to safely damage him through his Mimic phase.

Mimicked Flamethrower: A simple instant conal fire attack. Cannot be dodged, just meant to be healed through.

Mimicked Sap: A large AoE attack appears, centered around you. His first cast of this is slow and gives you plenty of time to move out, but is always followed by two more casts of Mimicked Sap that are much quicker, so always being on the move during the following casts is recommended. Using Sprint allows you to weave quick spells like Sonic Boom.png  Sonic Boom in between these attacks while dodging.

Mimicked Imp Song: This spell must be interrupted, so using Bad Breath.png  Bad Breath 28 or Flying Sardine.png  Flying Sardine 24 is ideal. Bad Breath.png  Bad Breath 28 has a cast time and a much shorter range, but also inflicts a few debuffs on Gogo (though Gogo is immune to the Slow, Heavy, Blind, and Paralysis, so it's really just the 100 potency worth of Poison and the damage reduction debuff, neither of which have diminishing returns on duration), so it's arguably more useful but less flexible and requiring much faster reaction to the cast. If you do not interrupt it, you are damaged and turned into an Imp, unable to take any actions. This attack is immediately followed by Mimicked Doom Impending, and since you just took damage and cannot act, getting hit by Mimicked Imp Song guarantees death to Doom.

Mimicked Doom Impending: After a lengthy cast, this spell inflicts Incurable and Doom. Incurable negates all healing received, and Doom kills the target when it expires. Doom is removed if the target is at full health, however. Since Incurable prevents healing after the debuffs are applied, you'll need to heal yourself to full HP with spells like White Wind.png  White Wind 13, Exuviation.png  Exuviation 73, or Pom Cure.png  Pom Cure 58 before the cast is finished in order to survive the combo.

Mimicked Bunshin: Gogo mimics Siegfried, creating an untargetable Imitation Gogo that jumps to the center of the arena and casts Protean Wave while he casts Fire Blast.

Mimicked Fire Blast and Mimicked Protean Wave: Fire Blast is a line AoE from Gogo and Protean Wave is three cones with two narrow safe spaces between them from the imitation. Gogo and his clone will cast this combo 3 times in a row before the imitation disappears. The two attack telegraphs usually overlap heavily, making the cone safe space unreliable. Standing close to the center with the imitation makes it much easier to dodge the two attacks by simply running in a circle around him.

Mimicked Raw Instinct: This buffs Gogo with Critical Strikes, which makes him have guaranteed critical strikes for the rest of the act. While it is possible to heal through this, using Eerie Soundwave.png  Eerie Soundwave 57 removes this buff from him. Gogo pauses briefly after casting this, so casting Eerie Soundwave immediately after he finished his cast will remove it before he uses any other attacks.

Act 2

Gogo Fire III: This is an arena wide spell that deals damage and inflicts you with Pyretic. Do not move (including turning your character) or take any actions when you have this debuff or you will take significant damage and probably die. He follows this attack with Gogo Blizzard III, so position yourself away from him when he casts Gogo Fire III, as you'll be unable to move during the debuff to avoid Gogo Blizzard III.

Gogo Blizzard III: This is an AoE circle centered around him. As stated above, this is cast after Gogo Fire III, so prepositioning yourself away from him will keep you safe from this attack.

Gogo Thunder III: This is used once early on in the fight, and creates an electrical area that stays on the arena and will damage you if you stand in it.

Gogo Flare and Gogo Holy: These are arena wide spells that deal significant damage and are used one after the other. They deal around half your health, so it is important to heal between these attacks. A well timed Diamondback near the end of the Gogo Flare cast will protect you from both attacks as well. Begin casting Diamondback when Gogo Flare is at approximately half its cast bar.

Gogo Meteor: This spell has multiple effects. Gogo jumps to the center of the arena and circular AoE attacks begin to appear around the arena, often repeating in one direction. A proximity AoE attack will appear on one side of the arena, with two large fiery, circular AoEs appearing, slightly overlapped, opposite of the proximity AoE (which is where you should be standing), then a second set of a proximity marker opposite where the first was, along with another pair of fiery circles. The first set of fire circles will explode shortly after the first meteor, while the second set will explode shortly before the second meteor Not that the first two meteors do not do excessively dangerous amounts of damage, so you do not need to be all the way against the far wall to survive the damage, even with two back to back. This is important, because after the two proximity markers near the edges, the entire arena will be shown to have an AoE coming. This final meteor will deal lethal damage, most effectively mitigated with Diamondback.png  Diamondback 29, though it can just barely be survived with Mighty Guard.png  Mighty Guard and maximum possible HP (ilvl, food buff, etc). Diamondback can be timed to also reduce the damage from the second meteor, it will last long enough to also apply to the third one. As Gogo casts Charydbis immediately following the third meteor, typically while you are still immobile within Diamondback, it is recommended that you use Diamondback near the center of the arena to avoid a tornado spawning on your head..

Charybdis: This creates two stationary tornadoes at the edge of the arena, opposite from each other. They regularly pulse a quick-telegraph AoE that's noticeably larger than the ground circle at the base of the tornado. Getting hit by this AoE will suck you into the center, inflict heavy damage, and give you a Vulnerability stack. Gogo casts this a second time a few spells later, spawning a second pair 90 degrees offset from the first pair. The AoE telegraphs and attacks are static in size, but are only telegraphed briefly before the attack. The telegraphs and attacks are not large enough to intersect with adjacent tornadoes, meaning standing directly between two tornadoes is safe. Be wary of walking too close to the tornado animation circles when moving for other mechanics.

Icestorm: This spell inflicts you with Heavy and Frostbite. Frostbite deals heavy damage over time and Heavy slows your movement speed. Removing the Heavy debuff is necessary to dodge attacks later on, so using Exuviation.png  Exuviation 73 to remove the debuffs is recommended. Note that it removes one random debuff, so you may not remove Heavy first and should plan accordingly. Gogo casts this immediately after casting Charybdis.

Gogo Thunder III (Again): This is cast three consecutive times following Icestorm while the Charybdis tornadoes are present. Not removing the previously inflicted Heavy debuff will make you get hit and likely die from this attack. Because these attacks leave behind an damaging area of effect, and you'll need space to avoid Gogo Blizzard, it is recommended to bait these into 3 of the 4 gaps between the tornadoes, leaving the center and the 4th gap free for avoiding Gogo Blizzard III. Sprint is particularly helpful for this, as you want to give the tornadoes a wide berth to avoid being accidentally sucked in by their AoE pulse. After 3 Thunder III casts, he casts Gogo Fire III and Gogo Blizzard III again, so place yourself away from him and the tornadoes, remembering to not take actions while inflicted with Pyretic.

After using Charydbis into Icestorm and Thunder III, Gogo will use Fire III followed by Ice III, then start again from the top of the act.