Anything Gogo's
Anything Gogo's
- 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
- 10,000
- Seals Reward
- 200
- Tomestones
- 160
- Prev. stage
- The Catch of the Siegfried
- Next stage
- A Golden Opportunity (duty)
- 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 (#28) or Flying Sardine (#24) to interrupt.
- White Wind (#13) to heal, if not mimicking a healer
- Eerie Soundwave (#57) to remove the boss's critical hit buff.
- Diamondback (#29) to survive the last hit of the meteor phase.
- Exuviation (#73) to cleanse debuffs during the tornadoes phase.
Reading its attacks before entering the instance is recommended, as the mechanics are fairly punishing if you do not know how to properly act.
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 (#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 (#13) with its significant mana cost.
Damage over time spells like the Bristle (#12) enhanced Song of Torment (#9) and 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 (#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 (#73) or White Wind (#13), buffing spells like Bristle (#12) or Whistle (#64), or other miscellaneous spells like Toad Oil (#32) and Diamondback (#29) do not cause him to respond. You can also precast Apokalypsis (#123) 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 (#63) in between these attacks while dodging.
Mimicked Imp Song: This spell must be interrupted, so using Bad Breath (#28) or Flying Sardine (#24) is ideal. 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 (#13), Exuviation (#73), or 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 (#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:
- First meteor: 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). The proximity will explode first, then the circles. The proximity doesn't require going all the way to the wall, so standing just outside the fiery circles is fine.
- Second meteor: A second proximity marker and pair of fiery circles will appear, but in the opposite locations of the first set. This time, the fiery circles will explode shortly before the proximity does. Again, try to stand near the fiery circles but still as far away from the proximity as possible.
- Third meteor: The entire arena will light up with an AoE, and Gogo will drop a meteor on the center of the arena. This final meteor will deal lethal damage unless it is mitigated, with the most-effective option being Diamondback (#29) - start casting it as soon as the arena-wide AoE appears. Alternatively, the meteor can just barely be survived with Mighty Guard (#30) 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 Up 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, but both can be cleansed. 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 (#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. It is possible to time Exuviation's cast just before Icestorm goes off, meaning one debuff can be removed early.
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, get a Vulnerability Up stack, and likely die from this attack. Because these attacks leave behind a 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. Try to stay near the middle while dropping the thunder puddles, instead of against the wall. After 3 Thunder III casts, Gogo 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. The period between the end of Pyretic and the start of the next Meteor cast is a good oportunity to deal damage.