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Anything Gogo's

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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
Tomestones
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 or Flying Sardine, White Wind, Eerie Soundwave, Diamondback, and Exuviation

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 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. 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 with its significant mana cost. Damage over time spells like the Bristle enhanced Song of Torment and Aqua Breath are useful, as much of this fight involves waiting for Gogo to lose his Mimic passive or is spent dodging his attacks. Magic Hammer 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 or White Wind, buffing spells like Bristle or Whistle, or other miscellaneous spells like Toad Oil and Diamondback do not cause him to respond.

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 in between these attacks while dodging.

Mimicked Imp Song: This spell must be interrupted, so using Bad Breath or Flying Sardine is ideal. Bad Breath has a longer cast time but inflicts a few debuffs on Gogo, so while it is more useful, it requires you to use it quickly. If you do not interrupt it, you are damaged and turned into an Imp, unable to take any actions. Due to the attack that follows, this results in guaranteed death.

Mimicked Doom Impending: After a lengthy cast, this spell inflicts Incurable and Doom. Having full health once this spell is cast means the Doom will be removed, so healing yourself to full with spells like White Wind or Exuviation before the cast is finished is recommended. Since this inflicts Incurable, you will not be able to heal yourself to full to avoid the Doom afterward the spell is cast.

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 two cones with a safe space between them from the imitation. Avoid the attacks and the imitation will go away. Standing close to the center with the imitation makes it easier to dodge the cone attacks by rotating 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 removes this buff from him.

Act 2

Gogo Fire III: This is an arena wide spell that deals damage and inflicts you with Pyretic. Do not move or make any actions when you have this debuff or you will take significant damage. He follows this attack with Gogo Blizzard III, so position yourself away from him when you are forced to stand still.

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 at the end of the Gogo Flare cast will protect you from both attacks as well.

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) and these fiery AoEs explode quickly after the proximity AoE. After that, the proximity and fiery AoEs appear, on the opposite side of where they were before. All of these attacks require you to move quickly to dodge them, but after the two proximity AoEs explode, the entire arena will be shown to have an AoE coming. This final attack will deal significant damage, and without mitigation you will die. Using Diamondback to reduce the damage will save you from this final attack, and it is recommended that you use Diamondback near the center of the arena to dodge the mechanics that immediately follow this attack.

Charybdis: This creates two tornadoes that slowly expand as time goes on at the edge of the arena, opposite from each other. Going near them will suck you into the center, inflict heavy damage, and give you a vulnerability stack. Gogo casts this a second time later, making four different tornadoes that slowly expand and threaten you while other mechanics occur, so be aware of this and do not stand near them.

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 to remove the debuffs is recommended. Note that it removes one random debuff, so you may not remove Heavy first and should plan accordingly. They do not expand enough to overlap, so it is always safe to move between two tornadoes.

Gogo Thunder III (Again): This is cast three consecutive times following Icestorm while the Charybdis tornadoes are growing. 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, you will have to bait these attacks into different parts of the arena so that there is still an area that you can survive in. Sprint is particularly helpful to keep this up. Placing two in between the Charybdis tornadoes and one in the center will give you two areas to stand in. Still, be mindful of the expanding tornadoes during this attack. After these, 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.