A Golden Opportunity (duty)
This article is about the Masked Carnivale Stage. For the seasonal quest, see A Golden Opportunity.
A Golden Opportunity
- Number
- 32
- Level
- 80
- Standard Time
- 7:40
- Ideal Time
- 6:50
- Act 1 Enemies
- Goldor
- Act 2 Enemies
- Goldor
- Gil Reward
10,000
- Seals Reward
200
- Tomestones
160
- Prev. stage
Anything Gogo's
- Patch
- 6.45
A Golden Opportunity is a stage in The Masked Carnivale for Blue Mage, introduced in patch 6.45.
Strategy
Goldor deals a fair amount of unavoidable damage, so Aetheric Mimicry: Healer, along with Pom Cure and/or Exuviation is highly recommended. DoTs such as Song of Torment also help whittle down his HP while you're avoiding mechanics.
Act 1
Goldor Blizzard III: Must be interrupted (by Flying Sardine, for example), as this deals heavy damage and inflicts Deep Freeze, resulting in a KO from the follow-up Goldor Fire III.
Goldor Fire III: A large AoE attack appears, centered around you. Similar to Gogo's Mimicked Sap, this will create three more AoEs in succession after the initial blast.
Goldor Blast: Line AoE on the player.
Slimy Summon: Summons a Glittering Slime vulnerable to ice damage, but it has a lot of HP. If it is not killed, it will cast Rupture, killing the player. It can be quickly dispatched with The Ram's Voice + Ultravibration.
Goldor Quake: A circle AOE centered on himself, followed by two staggered donut AOEs centered on himself.
Goldor Fire: Summons 8 Ball of Fire adds that will cast Burn. These are vulnerable to wind damage. Kill one, then stand where you will be knocked back to the safe area you created. The first time this is cast, Goldor will use Goldor Blast, and subsequent casts will use Goldor Thunder.
Goldor Aero III: Used after Goldor Fire. Knocks back the player.
Goldor Gravity: Inflicts Heavy on the player for 12 seconds that cannot be removed with Exuviation. Follows up with two casts of Goldor Blast. Use Loom to get out of the way.
Goldor Thunder III: Summons circle AoEs randomly and inflicts Electrocution that can be removed with Exuviation, It can also be dodged entirely by using Gobskin, as taking HP damage is a condition for
Electrocution to take effect.
Act 2
Goldor will use many moves from Act 1, but will also utilize his crystal for new moves.
Shining Summon: Uses the crystal to summon untargetable gilded constructs. The first three times he casts this, he will summon the following:
- 4x Gilded Golem: Casts Golden Cross, which will summon lane AoEs in a checkerboard pattern. Goldor will also cast Goldor Aero III, so position in such a way to get knocked toward the safe zone.
- 4x Gilded Marionette: Casts Golden Beam, creating unavoidable arena-wide cone AoEs. These deal a lot of damage, and can only be survived with Diamondback, but getting hit by all four is not survivable. Goldor will also cast Goldor Quake before the beams go off. Avoid the quakes first, then find a spot where the cones don't overlap and use Diamondback to survive.
- 1x Gilded Cyclops: Casts 24-carat Inhale, which pulls the player in, then 24-carat Swing, which is a circle AoE. Goldor will also cast Goldor Thunder III around the same time as the inhale. Get out of range of the swing first, then cleanse the
Electrocution while dodging the random lighting AoEs.
Gold Fever: Becomes invulnerable to magical damage and deals increased magical damage, but makes the Gilded Crystal targetable. It is also invulnerable to magical damage, so bring some physical damage spells. Break the crystal to remove Goldor's buffs, or continue the act with entirely physical damage spells without damaging the crystal if you want the "Going for Gold" feat.
Goldor uses Shining Summon again, this time summoning four Gilded Golems, a Gilded Marionette, and a Gilded Cyclops. Goldor will then use Goldor Blast three times.
- Start by identifying where the Marionette is - there are effectively 2 safe spots behind it.
- Aim for one of the safe spots to bait Goldor's second blast, which should decide its aim around when the inhale happens.
- Then, run towards the second safe spot instead.
- After the Golem and Marionette AoEs go off, be prepared to move again to avoid Goldor's third blast.
Goldor follows up with Goldor Gravity, then Goldor Blizzard III.
Goldor Rush: Casts Goldor Aero III, Goldor Thunder III (minus the debuff this time), and Goldor Quake at the same time. He quickly follows this with three casts of Goldor Blast.
- This covers a lot of the arena and happens very quickly. If aiming to avoid the AoEs, it is recommended to use Mighty Guard for the extra defense alongside Sprint or Moon Flute for the extra movement speed.
- Alternatively, this attack sequence can be tanked with a combination of Mighty Guard and Diamondback. Set up Mighty Guard right after interrupting the Goldor Blizzard III cast, then cast Diamondback as Goldor readies the knockback from Goldor Aero III. Hold in a direction to go behind Goldor as soon as Diamondback wears off. This method will accumulate several
Vulnerability Up stacks, but it is safe and consistent - even at 5 or 7 stacks, Goldor's auto attacks are nowhere near deadly. Make sure to turn Mighty Guard off afterwards as to not decrease DPS, though!
After this, the rest of the act repeats the large-group Shining Summon, Goldor Gravity, Goldor Blizzard III, and Goldor Rush.
Achievement Tips
To earn the achievement All That Glitters Is Blue (and the Gentlemage's Umbrella weapon), complete this stage with the following bonuses:
- Elemental Mastery: Cast spells aspected to all six elements (Fire, Water, Ice, Earth, Lightning, Wind)
- A Walk in the Park: Don't use Sprint during the battle.
In addition, you must complete Act 2 without destroying the crystal - this means that you will have to complete the rest of the act using physical damaging spells, such as:
- Goblin Punch (the positional will always activate, since the boss's targeting circle is closed)
- Triple Trident (preferably with Whistle)
- Both Ends (its AoE is very large, so activate it on the opposite end from the crystal to avoid breaking it)
- J Kick
- Mountain Buster
- Phantom Flurry
- Ruby Dynamics
The elemental requirement is easily met during Act 1.
In Act 2, since most of Blue Mage's damaging actions deal magic damage, this effectively means that your DPS will be limited, and the fight will take a long time. Fortunately, the achievement does not have a time requirement, nor does it fail from getting Vulnerability Up stacks.
For consistency, the Goldor Rush move is easily dealt with by using the Mighty Guard + Diamondback method, as opposed to dodging the sequence of attacks manually. Bring Aetheric Mimicry: Healer, heal with Pom Cure, and use Lucid Dreaming to recover MP between Goldor Rushes.
Make sure to turn off Mighty Guard after Goldor Rush, as to not limit the damage of your off-GCD attacks. Keeping it on while spamming Goblin Punch is fine though, since that action specifically gets stronger with Mighty Guard on.