Masked Carnivale Guide for Blue Mage — Endwalker 6.4

Last updated on May 22, 2023 at 12:00 by Liam 17 comments

This page covers the Masked Carnivale, a Blue Mage-specific content that requires you to defeat enemies using certain strategies or spell load outs.

1.

Introduction

The Masked Carnivale is a set of solo duties for Blue Mage. Initially introduced in Final Fantasy XIV: Stormblood when the job itself was introduced, it has been updated with new stages each time Blue Mage has been updated! Many of the stages act as puzzles requiring certain combinations of spells in order to be cleared, while some act as difficult encounters approaching Extreme trial difficulty! This page contains guides for each stage, so check below if you need help with a specific stage!

2.

Why should I do the Masked Carnivale?

The Masked Carnivale is fun! But seriously there are some good rewards for completing stages in the Masked Carnivale. It is required for the Blue Mage job quests, which allows us to get access to our job gear and new rewards from the Blue Mage vendor.

In addition to gear, we get spells as rewards for completing stages:

  • Moon Flute Icon Moon Flute for completing 10 stages.
  • Doom Icon Doom for completing 20 stages.
  • Angel Whisper Icon Angel Whisper for completing 30 stages. This is our resurrection spell and is generally considered required for anyone wanting to do Blue Mage Extreme or Savage content, regardless of role.

Some stages will have achievements and titles associated with them and the guide will include specific notes about those achievements where applicable.

The last reason, and one of the biggest ones, is that the Masked Carnivale rewards Allied Seals! There are weekly challenges that grant 550 Allied Seals on top of the default rewards for completing the stages. Why does this matter? You can buy Aetheryte Tickets for 5 Allied Seals each, which means for very little time investment you can get 110 free teleports per week! Over time this adds up to quite a bit of gil. I haven't paid for a teleport in years thanks to the Masked Carnivale.

3.

Spell Recommendations

Many of the stages don't require too many spells. At minimum it is generally good to have:

  • Aetheric Mimicry Icon Aetheric Mimicry set to Healer Mimicry and a heal spell such as Pom Cure Icon Pom Cure or Exuviation Icon Exuviation
  • A magical filler GCD spell. My personal favorite is Electrogenesis Icon Electrogenesis. It's not any stronger than other filler spells, it just sounds cool.
  • A physical filler GCD spell, such as Abyssal Transfixion Icon Abyssal Transfixion
  • Flying Sardine Icon Flying Sardine to interrupt enemy spells

Some stages will require specific spells and the guide for each stage will list them where needed. As a general rule you can get away with just the spells above for most stages, but stages will get significantly easier with more damage. Having powerful primal spells like Nightbloom Icon Nightbloom or Feather Rain Icon Feather Rain will help you kill enemies much faster. Additionally, our "Vibe Check" combo of The Ram's Voice Icon The Ram's Voice and Ultravibration Icon Ultravibration can be used to cheese some stages, which will also be mentioned in the stage guides where applicable.

4.

Stage Guides

5.

Masked Carnivale Stage Guides

Below you will find the guide for each stage in the Masked Carnivale. When there are spell recommendations for a stage, the default recommendation will be to use spells that can be learned in the overworld (outside of dungeons and trials). If you prefer a video format, there is a Blue Academy YouTube playlist with a video for each stage here.

Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Stage 6 Stage 7 Stage 8 Stage 9 Stage 10 Stage 11 Stage 12 Stage 13 Stage 14 Stage 15 Stage 16 Stage 17 Stage 18 Stage 19 Stage 20 Stage 21 Stage 22 Stage 23 Stage 24 Stage 25 Stage 26 Stage 27 Stage 28 Stage 29 Stage 30 Stage 31 Stage 32
5.1.

All's Well That Starts Well

5.1.1.

Act 1

This is our introduction to the Masked Carnivale. This stage is very straightforward; we just need to kill the enemies and avoid their AOEs.

All enemies in this stage can be Vibe Checked.

5.2.

Much Ado About Pudding

5.2.1.
  • Water filler spell, such as Water Cannon Icon Water Cannon.
  • Wind filler spell, such as Sonic Boom Icon Sonic Boom.
  • Earth filler spell, such as Plaincracker Icon Plaincracker.
  • Lightning filler spell, such as Electrogenesis Icon Electrogenesis.
  • Fire filler spell, such as Bomb Toss Icon Bomb Toss.
  • Ice filler spell, such as Northerlies Icon Northerlies.
5.2.2.

Act 1 & 2

This stage is our introduction to elemental aspects. You will want to use a filler spell that corresponds to each slime's weakness, which is visible over their heads. Simply go through each slime one at a time and kill them. They will eventually cast Golden Tongue which increases their damage. This isn't very scary, but you can interrupt it using Flying Sardine Icon Flying Sardine if you want to.

All enemies in this stage can be Vibe Checked.

5.3.

Waiting for Golem

5.3.1.
  • Water filler spell, such as Water Cannon Icon Water Cannon.
5.3.2.

Act 1

This stage is very straightforward. We just need to kill the golem Zipacna. It will cast a ground-targeted AOE called Earthen Heart, which we can either interrupt with Flying Sardine Icon Flying Sardine or avoid entirely. It will eventually cast Obliterate which must be interrupted.

5.4.

Gentlemen Prefer Swords

5.4.1.
  • Lightning filler spell, such as Electrogenesis Icon Electrogenesis.
  • Fire filler spell, such as Bomb Toss Icon Bomb Toss.
5.4.2.

Act 1

In Act 1 we just need to kill the bats and the wolf. They do hit quite hard, so make sure to keep yourself healed up while they beat on you.

5.4.3.

Act 2

In Act 2 we need to kill Kreios who behaves like any other colossus in the game. There will be some Grand Strike line AOEs to dodge and a Magitek Field cast to interrupt. He will also spawn a bunch of Beetles but these can mostly be ignored.

All enemies in this stage can be Vibe Checked.

5.5.

The Threepenny Turtles

5.5.1.
  • 1000 Needles Icon 1000 Needles, but Doom Icon Doom and other "death" spells work, too.
5.5.2.

Act 1

In this stage we only have to kill three turtles. The probem is they have a massive damage reduction buff. However, we can use 1000 Needles Icon 1000 Needles since this always deals 1,000 damage regardless of mitigation. Death spells such as Doom also work on the turtles.

All enemies in this stage can be Vibe Checked.. but it is difficult to hit all three at once.

5.6.

Eye Society

5.6.1.
  • An AOE filler spell and a Lightning filler spell. Electrogenesis Icon Electrogenesis works for both conditions.
5.6.2.

Act 1

In Act 1 we need to defeat two Mandragoras and two Catoblepas. The Catoblepas use gaze/look away mechanics, but we can actually avoid this entirely by getting hit by the Madragoras' Teary Twirl! Teary Twirl applies a blind which makes us immune to the gaze attacks. Simply get hit by Teary Twirl and then kill all the enemies.

5.6.3.

Act 2

Act 2 follows the same principle but this time we have two Ahriman to deal with. The Ahriman will cast Stone which will still hit us, so make sure to keep yourself healed.

The Ahriman can be Vibe Checked.

5.7.

A Chorus Slime

5.7.1.

Required Spells

  • Sticky Tongue Icon Sticky Tongue

This is our first real "puzzle" stage, and it's a fun one!

5.7.2.

Act 1

In Act 1 we have one Lava Slime and two Ice Sprites. This serves as our "tutorial" act. Simply kill the Lava Slime and it will explode and kill the two Ice Sprites. Make sure you're not close to it when it explodes!

5.7.3.

Act 2

In Act 2 we have four Lava Slimes and four Ice Sprites. Use Sticky Tongue Icon Sticky Tongue to pull each slime near an Ice Sprite, then get to a safe distance and kill the slime.

5.7.4.

Act 3

In Act 3 we have six Lava Slimes and two Gladiatorial Node. The nodes will cast a lethal AOE periodically, but as long as we are out of line of sight (behind the wall) we are safe. What we need to do is pull slimes next to the nodes and then blow them up. Three slime explosions will kill each node. You can pull slimes between the nodes to hit both at the same time.

5.8.

Bomb-edy of Errors

5.8.1.

Act 1

Act 1 acts as our "tutorial" act. Simply blow up the closest Cherry Bomb and watch the chain reaction as everything explodes!

5.8.2.

Act 2

In Act 2 we have a bunch of bombs and a Progenitrix. If we hit the Cherry Bomb it will cause nearby bombs to explode, and the blue bombs will freeze the Progenitrix. Make sure to be in combat with the Progenitrix before blowing up bombs, as it will heal up otherwise. Our goal is to just kill the Progenitrix while avoiding its AOEs and interrupting Burst with Flying Sardine Icon Flying Sardine.

The Progenitrix can be Vibe Checked, but only if you apply the Deep Freeze/Petrify yourself. The freeze from the blue bombs does not count.

5.9.

To Kill a Mockingslime

5.9.1.
  • Water filler spell, such as Water Cannon Icon Water Cannon.
  • Wind filler spell, such as Sonic Boom Icon Sonic Boom.
  • Earth filler spell, such as Plaincracker Icon Plaincracker.
  • Lightning filler spell, such as Electrogenesis Icon Electrogenesis.
  • Fire filler spell, such as Bomb Toss Icon Bomb Toss.
  • Ice filler spell, such as Northerlies Icon Northerlies.
5.9.2.

Act 1

This stage is similar to Stage 2 (Much Ado About Pudding). There is one large slime, Guimauve, that we must kill. It will cast a ground-targeted AOE called Dark, which we just need to avoid. It will also cast Golden Tongue which should be interrupted with Flying Sardine Icon Flying Sardine. Puddings with different elemental weaknesses will spawn throughout the encounter. They are quite weak, so just kill them before switching back to Guimauve.

5.10.

A Little Knight Music

5.10.1.

Act 1

In this stage we need to defeat Crom Dubh, a small colossus. He does a lot of the same abilities as other colossi, so simply dodge and interrupt accordingly. He will cast King's Will which makes him grow in size, increasing the damage he deals while reducing the damage he takes. This can be interrupted.

5.10.2.

Achievement Info

The achievement "The Harder They Fall" is earned by defeating Crom Dubh after allowing him to cast King's Will three times. He does not cast this below 35% HP, so make sure to keep him above 35% until he has cast it three times. Once he's cast it three times he begins casting Black Nebula which should be interrupted. He also hits very hard at this point, so make sure to keep yourself healed.

5.11.

Some Like It Excruciatingly Hot

5.11.1.
  • Hydro Pull Icon Hydro Pull
5.11.2.

Act 1

Act 1 has two Gas Bombs casting Fulmination. If the cast finishes we die, but it's not interruptable. However, whenever the Gas Bombs take any damage they will get knocked back which interrupts the cast. All we need to do is keep attacking them to interrupt the casts until they're dead.

5.11.3.

Act 2

Act 2 is the same as Act 1 but with four Gas Bombs this time. We can just attack and switch target as before, but an even easier strategy is to stand in the exact center of the arena and spam Hydro Pull Icon Hydro Pull. This will hit all the Gas Bombs and pull them to you, so you can just keep spamming it until they all die.

5.12.

The Plant-om of the Opera

5.12.1.
  • Water filler spell, such as Water Cannon Icon Water Cannon.
5.12.2.

Required Spells

  • Ice Spikes Icon Ice Spikes
  • A Stun spell, such as Faze Icon Faze.
5.12.3.

Act 1

There are four Roselets around the arena. Apply Ice Spikes Icon Ice Spikes to yourself then aggro one of the Roselets. All of them will attack you but die immediately to the Ice Spikes damage.

5.12.4.

Act 2

In Act 2 we need to kill the Hydnora. It will cast some cone AOEs that we need to sidestep to avoid. When it casts Spore Sac, use Ice Spikes Icon Ice Spikes. Many Roselets will spawn around the arena but die as soon as they attack you. When Hydnora casts Infallible Fumes, you can interrupt the cast by stunning it.

5.13.

Beauty and a Beast

5.13.1.

Act 1

Act 1 has two Vodorigas that are petrified and one Haagenti that is not. We just need to kill these enemies while avoiding AOEs.

5.13.2.

Act 2

In Act 2 we need to kill Carmilla, who is reminiscent of previous succubus bosses we've seen in dungeons. We need to dodge her AOEs, look away from her gaze attacks, and interrupt the Beguiling Mist cast. She will eventually spawn a Succubus add which we need to kill quickly. If we don't kill the add, she will consume the Succubus and kill us.

The enemies in Act 1 can be Vibe Checked.

5.14.

Blobs in the Woods

5.14.1.

Required Spells

  • Loom Icon Loom
5.14.2.

Act 1

Act 1 has two Jams behind some familiar "line of sight" walls. We just need to kill the Jams and be on the opposite side of the wall from them when they blow up afterwards.

5.14.3.

Act 2

Act 2 has four Jams this time around a center square. When we attack these Jams, they apply a Heavy that reduces our speed that we can't really move at all. The way we handle this is with Loom Icon Loom. Attack a Jam until it dies and starts casting The Last Song. Once it begins casting, use Loom Icon Loom to teleport away out of its line of sight using the center square. Repeat this for each Jam until they're all dead.

5.15.

The Me Nobody Nodes

5.15.1.

Act 1

This stage is notoriously difficult for a lot of people. It is the first stage where we actually need to respect mechanics! Our main target is the Bestial Node, but it spawns a Shabti shortly into the fight. The Shabti has a very strong damage up buff which lasts for 20 seconds that will cause it to one-shot us. We can handle this by putting it to sleep with Sleep Icon Sleep. Once the damage up buff wears off we need to make sure to kill the Shabti, otherwise it eventually enrages and will just kill us. While we're doing this we need to avoid attacks from the Bestial Node. Piercing Laser is a line AOE, Repelling Cannons is a point-blank AOE, Superstorm is a donut AOE, and Ballast is a 270 degree Plaincracker-style AOE which we can avoid by going to the back of the node. High Voltage is an uanvoidable AOE that applies paralysis, but it can be interrupted with Flying Sardine Icon Flying Sardine. Eventually two Serpents will spawn that need to be killed. When they die they apply a vulnerability stack to any nearby targets, including the node itself.

5.16.

Sunset Bull-evard

5.16.1.
  • Diamondback Icon Diamondback
5.16.2.

Act 1

Act 1 has two slow-moving Cyclops enemies that will one-shot us if they get close. All we need to do is keep our distance and kill them. They are vulnerable to Heavy, so spells like Reflux Icon Reflux can be helpful here if you are struggling.

5.16.3.

Act 2

The main enemy in Act 2 is Tikbalang which is the same as any other minotaur in the game. Tikbalang will cast 10-tonze Slash which is a cone AOE that we need to sidestep. It will also cast 111-tonze Swing which is a point-blank AOE that we avoid by getting away. After some time it will cast Voice of Authority and spawn a Cyclops from Act 1. Kill the Cyclops while maintaining distance and continuing to avoid Tikbalang's attacks. Tikbalang eventually casts Cry of Rage, which we can avoid by looking away, followed by The Bull's Voice which is a critical hit rate up buff that cannot be removed. It will then pull us close and apply a Heavy, then start channeling 1111-tonze Swing. If Tikbalang is at the edge of the arena we can use Loom Icon Loom to get to the safe side, but the easiest solution is to just cast Diamondback Icon Diamondback. Tikbalang will then charge us and knock us back using Zoom In. Try to position yourself so you won't get knocked into the electric ring around the arena. After this he will cast 10-tonze Wave which is a donut AOE, and the fight mostly loops from here. There are a lot of mechanics to dodge in this fight and it can take a few tries to complete it successfully.

5.17.

The Sword of Music

5.17.1.

Act 1

In Act 1 we have two Claw enemies to defeat. The Left Claw has a Repelling Spray buff that reflects magic damage, and the Right Claw has a Repelling Spray buff that reflects physical damage. Use the opposing damage type to defeat each Claw, but be mindful of AOE so you don't reflect damage back at yourself. They will cast some line and cone AOEs that need to be avoided, but otherwise aren't very threatening.

5.17.2.

Act 2

Our friend Kreios returns in Act 2 and he behaves essentially the same as in his previous stage. Wittle him down while avoiding AOEs, and eventually he will spawn the claws from Act 1. Kill the hands as before while dodging AOEs, then go back to finishing off Kreios. Kreios will cast Magitek Ray which is a ground-targeted AOE that leaves behind a fire puddle. You can interrupt this or just avoid it altogether.

All enemies in this stage can be Vibe Checked, including Kreios in Act 2.

5.18.

Midsummer Night's Explosion

5.18.1.

Act 1

In Act 1 we have a Manticore and a bunch of barrels. The Manticore will do a swipe attack, a charge attack, and a fireball attack much like other Manticores. If it hits a barrel it will explode and take a ton of damage. We can also blow up the barrels ourselves. The goal is to lead the Manticore around the arena and detonate barrels nearby until it dies. If there are still barrels up when it dies, kill them to move onto the next stage.

5.18.2.

Act 2

Act 2 is the same as Act 1 but this time we have two Manticores! We can handle this the same way as Act 1, but ideally we want to keep the Manticores nearby because they will actually damage each other with their attacks, too!

All enemies in this stage can be Vibe Checked.

5.19.

On a Clear Day You Can Smell Forever

5.19.1.
  • Ink Jet Icon Ink Jet will make this stage significantly easier, but it is not strictly required.
5.19.2.

Act 1

In Act 1 Reflective Rebekkah will cast Reflect, which means any magical damage she takes will be reflected right back at us, so we need to use physical spells to kill her. Dodge the AOEs and interrupt Offal Breath if you want, but otherwise we're just killing her. She does hit quite hard, so make sure to keep yourself healed up!

5.19.3.

Act 2

Act 2 is very similar to Act 1 but there is a slight twist. At some point she will cast Schizocarps which spawns a bunch of Hot Hips around the arena that cast a gaze attack. Just like with Eye Society if we're blinded we can ignore the gaze attack. If we cast Ink Jet Icon Ink Jet on Reflective Rebekkah, she will reflect it back onto us and we get blinded. If you don't have Ink Jet Icon Ink Jet, you can go to the edge of the arena between two Hot Hips and look directly between them and avoid the gaze attack. The positioning is very tight, though, so I recommend using Ink Jet Icon Ink Jet.

5.20.

Miss Typhon

5.20.1.
  • Fire filler spell, such as Bomb Toss Icon Bomb Toss.
  • Final Sting Icon Final Sting
  • Whistle Icon Whistle
  • Moon Flute Icon Moon Flute
  • Off-guard Icon Off-guard
5.20.2.

Required Spells

  • Diamondback Icon Diamondback
5.20.3.

Act 1

In Act 1 we need to defeat Typhon. This is pretty straightforward and we just need to dodge Fireballs as they're cast. Eventually Typhon will cast Snort followed by three unavoidable Fireball casts. We could heal through these very quickly, but it is much easier to just use Diamondback Icon Diamondback when the Snort cast starts.

5.20.4.

Act 2

In Act 2 we need to defeat Ultros. This essentially just means avoiding his AOEs, but we need to watch for Imp Song and make sure we interrupt it with Flying Sardine Icon Flying Sardine.

5.20.5.

Act 3

Act 3 is quite chaotic as we need to fight both Typhon and Ultros. They will do the same things as before, only this time Ultros will also spawn four tentacles that make things a lot more chaotic. If you have the recommended spells above, refer to the achievement info for this stage for an easier way to handle this.

5.20.6.

Achievement Info

The achievement "Octopath Traveler" is earned by completing this stage without defeating any Ultros tentacles. This sounds tricky, but it's actually really easy to cheese it! If we use a fully buffed Final Sting Icon Final Sting on Typhon in Act 3, he will die immediately and we will get the achievement. This is significantly easier than doing the stage the "intended" way, so I recommend doing it this way.

5.21.

Chimera on a Hot Tin Roof

5.21.1.

Act 1

Act 1 is pretty straightforward. We have two Imps that we need to kill. They will cast Void Blizzard which can be interrupted, and Icefall which can be avoided by moving out of the AOE.

5.21.2.

Act 2

If you've seen one Chimera you've seen them all, and the Chimera in Act 2 is no different. If it casts The Ram's Voice get away, and if it casts The Dragon's Voice get close. It will also cast The Ram's Keeper which puts a frost puddle on the ground. This can be interrupted or dodged. Eventually it will spawn Imps and these can just be handled the same as in Act 1.

The Imps in this stage can be Vibe Checked.

5.22.

Here Comes the Boom

5.22.1.
  • Sticky Tongue Icon Sticky Tongue
5.22.2.

Act 1

In Act 1 there are four Grenades sleeping around the perimeter of the arena. When we attack them they detonate, so just blow them all up!

5.22.3.

Act 2

In Act 2 we have The Forefather to deal with. This is similar to the Progenitrix from a previous stage but a little bit more complicated. He will cast Sap which we need to avoid and eventually there will be a bunch of ground-targeted AOEs that cover most of the ground. We need to quickly find the small safe space and stand in it. He will then cast Bombshell Drop and spawn a Grenade which we need to kill before The Forefather blows it up with Ignition. The mechanics will loop a bit until he spawns a Gas Bomb and starts channeling Burst. What we want to do is use Sticky Tongue Icon Sticky Tongue to pull the Gas Bomb on top of The Forefather. When it casts Flashthoom it will stun The Forefather and interrupt the Burst cast. The fight loops from this point until we kill him.

5.23.

Behemoths and Broomsticks

5.23.1.

Act 1

This stage is pretty straightforward if you're familiar with Behemoths, but can be daunting if you're not! The Behemoth will cast Charybdis which spawns a tornado that we need to avoid. It will also cast Trounce which is a narrow cone AOE that we need to avoid. Eventually it will cast Comet which spawns several very large circular AOEs in several waves that we also need to avoid. After a long time it will start casting Ecliptic Meteor, which we need Diamondback Icon Diamondback to survive. The mechanics will just keep looping, but as long as you know how to handle them it should be no problem.

5.24.

Amazing Technicolor Pit Fiends

5.24.1.

Required Spells

  • Diamondback Icon Diamondback or Exuviation Icon Exuviation

This stage is a love letter to the Great Gubal Library, so if you liked that dungeon you'll like this stage!

5.24.2.

Act 1

In Act 1 we have a Viking and a Magus to deal with. The Magus is only vulnerable to physical spells, and the Viking is only vulnerable to magical spells, so use your magical/physical filler spells accordingly. There are some AOEs to avoid, but it's nothing we haven't seen before.

5.24.3.

Act 2

In Act 2 we have to deal with a Scribe. It will eventually cast Silence, followed by Condensed Libra (which applies a big vuln to us), and then Triple Hit. Regardless of how we handle the Triple Hit, we need to interrupt Silence with Flying Sardine Icon Flying Sardine. After that, we can either cleanse the vuln from Condensed Libra with Exuviation Icon Exuviation or use Diamondback Icon Diamondback to survive. After that the Scribe will start casting Mechanogravity and spawn a Magus and Viking from Act 1. Avoid the AOEs and kill the enemies while making sure to interrupt Silence when the Scribe casts it.

5.24.4.

Act 3

In Act 3 we have to defeat an Epilogi Page Tear is a swipe which we dodge by getting out of its front. Magic Hammer is a large ground-targeted AOE that we need to step out of. Gale Cut will spawn small Vacuum Wave clouds that eventually blow up in a small AOE with Vacuum Blade. Just before they explode, Epilogi will cast Head Down which knocks us back. Get close to Epilogi and aim yourself such that you won't get knocked into any Vacuum Waves. Eventually Epilogi will cast Bone Shaker and spawn two Magi which we want kill before we become overwhelmed, as this will happen multiple times. Rinse and repeat until it's dead!

5.25.

Dirty Rotten Azulmagia

5.25.1.

Required Spells

  • Loom Icon Loom

This is our first true "boss stage" and it's the final one in our Level 50 stages! This is definitely one that will take some practice, so don't get discouraged if it takes several tries!

5.25.2.

Act 1

Azulmagia starts out by casting Ice Spikes which will reflect any physical damage back at us, so we must use magical spells to handle him. He will cast The Ram's Voice and The Dragon's Voice, which we dodge the same way we would with a Chimera (Ram = out, Dragon = in). Apocalyptic Bolt is a line AOE that we can just sidestep. The tricky AOE that he casts is Plaincracker, which starts as a point-blank circle AOE but is followed up by several large donut AOEs. This can be combined with Apocalyptic Roar, a big cone AOE, making dodging quite difficult!

5.25.3.

Act 2

Act 2 will be similar to Act 1 except this time Azulmagia uses Repelling Spray and will reflect magical damage back to us, so we must use physical damage spells. The mechanics are going to be exactly the same, except he will eventually cast Blazing Angon and spawn two swords on the ground. These have very little HP but must be killed before they blow up. Continue dodging his spells until you kill him.

5.25.4.

Act 3

Act 3 is similar to the previous two acts but even spicier! Azulmagia will start with Repelling Spray, so use physical spells. Dodge his attacks as before until he eventually casts Charybdis. This will create four large tornadoes, just like the Behemoth did, that need to be avoided. These will spawn on the intercardinal directions, so cardinal directions will be safe. Pick any cardinal direction and go to the edge of the arena. He will then cast Web, which applies a very strong Heavy effect, followed by Meteor, which is a very large circle AOE. We can avoid this by casting Loom to get to safety. Depending on your aim it could take two Loom casts to get out. Meteor will leave behind a fire AOE so be careful not to step into it. Azulmagia will also cast Ice Spikes at this time and reflect physical damage, so we need to switch to using magical damage. He will then go back to casting Plaincracker with Apocalyptic Bolt and Ray. This can be extremely difficult to dodge, but the fight will just repeat mechanics from this point onward.

5.25.5.

Achievement Info

The achievement "Something Borrowed," which rewards the title "Perfect Blue," is earned by completing this stage while satisfying the following requirements:

  • Total Mastery: Use all six elemental aspects and (Water, Lightning, Fire, Wind, Earth, Ice) and all three physical damage types (Blunt, Slashing, Piercing).
  • Ain't Got Time to Bleed: No healing (this includes Devour Icon Devour).
  • Can't Touch This: Take zero damage.
  • Too Fast, Too Furious: Complete the stage in under 7:15

There is no difference in strategy here, you just need to complete the stage quickly while satisfying the other requirements. Since we cannot take damage or heal for the achievement, we don't benefit from using Healer Mimicry. It is a good idea to use DPS Mimicry instead for extra damage. You can use Final Sting Icon Final Sting and still get the achievement as long as Azulmagia doesn't have the Ice Spikes buff. Buffed with Whistle Icon Whistle and Moon Flute Icon Moon Flute, Final Sting Icon Final Sting will deal about 60% of Azulmagia's health in Act 3, allowing you to skip a lot of the phase.

5.26.

Papa Mia

5.26.1.
  • Earth filler spell, such as Plaincracker Icon Plaincracker.
5.26.2.

Required Spells

  • Exuviation Icon Exuviation
  • Eerie Soundwave Icon Eerie Soundwave
5.26.3.

Act 1

In Act 1 we need to defeat a Mirrorknight. This stage mostly serves as a check for us to have Eerie Soundwave Icon Eerie Soundwave. The Mirrorknight will cast Alternate Plumage and become essentially invulnerable to damage, but we can remove its buff with Eerie Soundwave Icon Eerie Soundwave. After that it's a simple matter of keeping ourselves healed, interrupting Caber Toss with Flying Sardine Icon Flying Sardine, and killing the Mirrorknight.

5.26.4.

Act 2

In Act 2 we are fighting Papa Humbaba, a familiar face to folks who have played other Final Fantasy games! He will cast Raw Instinct which makes all of his attacks critical hits, but we can remove that with Eerie Soundwave Icon Eerie Soundwave. Papa Humbaba will cast Body Blow which is a single big hit, but nothing too scary. He will follow up with Void Thunder II which is a small ground-targeted AOE that spawns Thunderhead clouds. These clouds will move around but should be avoided as much as possible. Eventually Papa Humbaba will cast Dad Joke, which is a large knockback attack. Position yourself so you don't get knocked into the electric ring on the outside of the arena. Next he will cast Void Thunder III which is unavoidable and applies a pretty hefty Electrocution damage-over-time debuff. Cleanse it with Exuviation Icon Exuviation and keep yourself healthy! The fight will just repeat from here, so rinse and repeat until Papa Humbaba is defeated.

5.27.

Lock Up Your Snorters

5.27.1.
  • Hydro Pull Icon Hydro Pull
5.27.2.

Required Spells

  • Water filler spell, such as Water Cannon Icon Water Cannon.
  • Sticky Tongue Icon Sticky Tongue if you do not have Hydro Pull Icon Hydro Pull

This is quite a tricky stage and before Hydro Pull Icon Hydro Pull was available it was my least favorite by far.

5.27.3.

Act 1

We must defeat Typhon again, but this time it's extra annoying! Typhon will spawn a bunch of Bombs around the arena as well as a Magitek Explosive. If the Magitek Explosive is hit by a Bomb or by one of Typhon's Fireballs, it will detonate and kill us. Additionally, if we do not kill it quickly it will detonate and kill us. It is weak to Water so we want to make sure we are using a Water spell on it. The basic gist of this entire stage is to pull Bombs away from the Magitek Explosive and kill the Magitek Explosive, while dragging Bombs onto Typhon as much as possible. Typhon has a ton of health in this stage, but each Bomb will do about 10% of Typhon's health back to him. There are several configurations of Bombs and Magitek Explosive that just loop, so it can take some practice to see what the positioning is like and how to handle it. Whenever a set of Bombs spawns, quickly check to see if any are near the Magitek Explosive and pull them away with Sticky Tongue Icon Sticky Tongue, then kill the Magitek Explosive as quickly as possible. Typhon will use spells like Snort and Fungah to move Bombs around, so you will need to get used to which he does and how to handle it. Hydro Pull Icon Hydro Pull can make the entire stage significantly easier because you can stand on Typhon and pull multiple bombs onto him at once, and then use Hydro Pull Icon Hydro Pull to destroy the Magitek Explosive. The Hydro Pull Icon Hydro Pull strat can be seen here:

5.28.

Dangerous When Dead

5.28.1.
  • Saintly Beam Icon Saintly Beam or a Fire filler spell, such as Bomb Toss Icon Bomb Toss.
5.28.2.

Required Spells

  • A healing spell, such as Exuviation Icon Exuviation. This was mentioned in the initial Masked Carnivale tips, but a healing spell is absolutely required for this stage.

This is an extremely long encounter and it can be tricky for some people. It is certainly not a race, so take the time to learn and respect the mechanics and you should be fine.

5.28.3.

Act 1

Our main enemy here is Durinn, but he will spawn a bunch of zombie enemies throughout the fight. It is extremely important to note that Durinn himself is not vulnerable to Saintly Beam Icon Saintly Beam, so a different filler spell will be needed for damaging him. He will open up with Doom Impending which puts a 10 second Incurable debuff on us as well as a Doom which is cleansed by being at full health. The way we handle this is by healing ourselves to full before the Doom Impending cast finishes. As long as we are full HP before that, the Doom will go away immediately. Durinn will then cast March of the Draugar and spawn a bunch of Undead Serfs which Bind us in place. These can be killed with Saintly Beam Icon Saintly Beam very quickly. Meanwhile, Durinn will cast Cackle which we can interrupt with Flying Sardine Icon Flying Sardine. We will then see a familiar mechanic from The Weeping City of Mhach: Durinn will cast Necrobane, which we avoid, followed by Mega Death. In order to survive Mega Death we need to be a zombie, which we accomplish by standing in the puddle left behind by Necrobane. Afterwards, Durinn will cast Helblar Shriek, a mild AOE hit, followed by March of the Draugar again. This time it will be four Undead Soldiers casting Fire III on us. These can again just be killed with Saintly Beam Icon Saintly Beam. Durinn will then cast Necrobane again followed by Funeral Pyre, but for this we do not want to stand in the zombie puddle. He will then cast Helblar Shriek followed by March of the Draugar again, this time spawning four Undead Warriors that will jump to us and start hitting pretty hard. As before, clear these out with Saintly Beam Icon Saintly Beam and heal up. Durinn will then cast Brainstorm which gives us a "forced march" mechanic. He follows this with Bifrost Squall, which will cover the whole arena with AOEs except for one small part at the edge. Stand in the center of the arena and aim yourself so the forced march will walk you to the safe spot. Durinn again casts Helblar Shriek followed by March of the Draugar, this time spawning two Undead Gravekeepers. These enemies seriously hurt, so kill them as quickly as possible. During this, Durinn wil cast Necrobane a couple of times followed by Doom Impending. As before, make sure you are at full health before the cast finishes. After this, the fight becomes a loop of Mega Death, Bifrost Squall, Funeral Pyre, and Doom Impending mechanics. Handle these exactly the same as before until Durinn is defeated.

5.29.

Red, Fraught, and Blue

5.29.1.
  • Wind filler spell, such as Sonic Boom Icon Sonic Boom.
  • Lightning filler spell, such as Electrogenesis Icon Electrogenesis. Reflux Icon Reflux can be good to slow the hands in Act 2 as well.
  • Shock Strike Icon Shock Strike or any other Primal spells you might have access to.
5.29.2.

Required Spells

  • Diamondback Icon Diamondback
  • Exuviation Icon Exuviation

Here it is, the toughest stage for most people and probably why you're here. This stage has the most mechanics to keep track of at once and is roughly the difficulty of an Extreme trial. Unlike an Extreme trial, however, you cannot be carried by others and need to do it yourself. That being said, with practice this stage is actually quite easy once you get the hang of it, it can just be daunting initially.

5.29.3.

Act 1

In Act 1 we need to defeat Shikigami of the Pyre. It will open up with Fluid Swing, which must be interrupted with Flying Sardine Icon Flying Sardine. He follows this up with Sea of Flames, which is essentially just Ifrit's Eruption. Run in any direction and avoid the ground AOEs. Shikigami will then cast Pyretic which means we need to stop everything. Any action taken will deal a ton of damage to us. He will then cast Fire II on our feet but do not move until after Pyretic wears off. Once it does, run out of the AOE. Shikigami will follow up with Pillar of Flame, which is essentially Ifrit's Radiant Plume. This will always be a pair of out & in movements to dodge the AOEs. Shikigami will then cast Rush, which is a charge attack that deals more damage the closer we are, so get as far away as you can without going into the electric ring on the outside of the arena. Next up is Flare Star which is a proximity AOE from the center, so go to the edge of the arena and wait. Flare Star will spawn three fire tornadoes. Go to the side where there is no tornado and get ready to start dodging. There are going to be line AOEs coming from each fire tornado that you will need to dodge, and at the same time there is a Fluid Swing that needs to be interrupted again. After Fluid Swing Shikigami will cast Pillar of Flame again so dodge accordingly. When that is done he will cast Rush again, so get as far away as you can, then return to the center. He will cast Pillar of Flame again but this time there is only one small safe space at the edge of the arena, so run out to it. It is important to note that none of these AOEs by themselves will kill you alone, so if you end up getting hit by one you can just heal up. Getting hit by two or more at once will kill you, though. From this point on the fight loops until you defeat Shikigami of the Pyre.

5.29.4.

Act 2

We dealt with fire, now it's time for water! Shikigami of the Undertow is our target this time and he's even trickier. Shikigami will open up with Protean Wave which is just a cone that we need to avoid, so move to his side or rear. There are two waves that come out but only the first is dodgeable. Next he will cast Throttle, which applies a debuff that will kill us after 10 seconds. This needs to be cleansed with Exuviation Icon Exuviation. Immediately after this is Ferrofluid. Shikigami will have a charge and you will have a charge. If you have opposite charges you will get pulled towards him, and if you have the same charges you will get pushed away from him (just like magnets). He follows up the push/pull with an AOE. If he pulls you, it's a small AOE around him so you want to be at the edge of the arena before he pulls you. If he pushes you, it's a donut AOE around the perimeter so you want to be close to him before he pushes you. Next up is Fluid Ball which is a sequence of ground-targeted AOEs that will follow you. If you keep moving then you won't get hit by any of them. Right after this is Watery Grasp, which is where most people struggle. He will spawn a Left Hand which will delete your mana, and a Right Hand which will knock you back. You need to kill these hands as quickly as possible while staying away from them. Using Bristle Icon Bristle to buff a Lightning spell followed by Shock Strike can get rid of one hand almost immediately. Reflux Icon Reflux and slow the hands and make them easier to deal with. While you're dealing with the hands Shikigami will cast Fluid Swing again so make sure to watch the enemy list so you can interrupt it. You could also set Shikigami as your focus target create a macro to cast Flying Sardine Icon Flying Sardine on your focus (/blueaction "Flying Sardine" <f>) so that you can interrupt him without changing targets from the hands. Once this is done he will cast Big Splash which is four hits for about half of our health. Use Diamondback Icon Diamondback to survive. Next up is Cascade, which is similar to Flare Star from Act 1. Three water tornadoes will appear but these will use Protean Wave instead of line AOEs. Dodge the AOEs and look for Fluid Swing again, which needs to be interrupted. Shikigami himself will also use Protean Wave, so dodge accordingly. He follows Protean Wave with Fluid Ball, so again keep moving to avoid the AOEs. At this point the fight will loop from the first Fluid Swing and Throttle, but no more hands will spawn. Rinse and repeat until Shikigami of the Undertow is defeated.

5.30.

The Catch of the Siegfried

5.30.1.
  • Ice filler spell, such as Northerlies Icon Northerlies.
  • Wind filler spell, such as Sonic Boom Icon Sonic Boom.
  • Fire filler spell, such as Bomb Toss Icon Bomb Toss.
5.30.2.

Required Spells

  • Exuviation Icon Exuviation

This is our next "boss stage" and it is the last of the Level 60 stages! It's pretty tricky, so as before don't get discouraged if it takes a few tries.

5.30.3.

Act 1

Siegfried opens up with Magic Drain which reflects magical spells, so make sure to use only physical spells. He follows up with Ankle Graze which Binds us in place, so cleanse it with Exuviation Icon Exuviation. Immediately afterwards Siegfried casts Hyperdrive which is three ground-targeted AOEs that follow you. Make sure to keep moving to avoid getting hit. Next he will cast Magitek Explosive which spawns bombs all around the arena except for one space which is to the back right if you are facing Siegfried. He will cast Rubber Bullet and knock you back, so get close to him and aim yourself at the safe space. After you get knocked back you have a brief period where you can adjust and move into the safe space. The positioning for this can be a little but tight, so refer to the video above to see what it looks like. At this point the act loops, but Magic Drain has fallen off and you can use magical spells.

5.30.4.

Act 2

Act 2 is going to be the most difficult for a lot of people. Siegfried opens up with Law of the Torch which is a triple cone AOE. You can either go the side entirely, or stand between two of the cones to be safe. Siegfried will then cast Swiftsteel which is a knockback, followed by a donut AOE with several small ground-targeted AOEs. Stand close to him to minimize knockback distance, then move into a safe spot. Afterwards he will jump to you and cast Sparksteel which spawns a fire puddle directly under him as well as fire puddles around the arena. Dodge the fire and then move towards the center of the arena. Siegfried will start casting Shattersteel which is the trickiest mechanic in this encounter. Immediately underneath him will be a circle AOE, but you can move through the center until his cast finishes. There will be a circle ice crystals around the center that will explode after a delay, but there will be one gap in the circle. Find the gap and move to the edge of the arena. If you do this correctly, the crystals will explode without hitting you. Next Siegfried will jump around three times and cast Law of the Torch, so simply dodge as before. At this point the act will loop until Siegfried is defeated.

5.30.5.

Act 3

Act 3 combines the previous two acts, but it is less scary than you might think. Siegfried will mostly do Act 1 mechanics and spawn adds that do the Act 2 mechanics. If you kill the adds before they do anything, though, the mechanics don't actually happen. Siegfried will start with Magic Drain so be very mindful of any AOE attacks during this act. He will immediately spawn a clone that is vulnerable to Ice that does the Swiftsteel mechanic from Act 2, then jump around and start doing Law of the Torch. Quickly kill the add, using Ice spells if you have them, while dodging the AOEs. Next Siegfried will do an Ankle Graze & Hyperdrive combo, so cleanse yourself with Exuviation Icon Exuviation and dodge the Hyperdrive AOEs. After this is another Law of the Torch, and then Siegfried will spawn a clone that does the Sparksteel mechanic and is vulnerable to Wind. Kill this quickly while dodging any AOEs. Be mindful of Fire puddles left on the ground, as those will stay even after the clone has died. After the clone dies, Siegfried again does an Ankle Graze & Hyperdrive combo followed by Law of the Torch. Once this is done he will refresh Magic Drain and spawn his final clone which is vulnerable to Fire. This is by far the scariest one because it does the Shattersteel mechanic and spawns ice crystals. Kill this clone as quickly as possible. If you kill it before the ice crystals explode, they will despawn without exploding. As long as the clone is dead you can ignore them, but if you're too slow you will need to dodge them as in Act 2. At this point Siegfried just continues his Ankle Graze & Hyperdrive combos and Law of the Torch spam until he's defeated.

5.30.6.

Achievement Info

The achievement "None More Blue," which rewards the title "Champion of the Blue," is earned by completing this stage while satisfying the following requirements:

  • Total Mastery: Use all six elemental aspects and (Water, Lightning, Fire, Wind, Earth, Ice) and all three physical damage types (Blunt, Slashing, Piercing).
  • Can't Touch This: Take zero damage.
  • Too Fast, Too Furious: Complete the stage in under 6:30.
  • Defeat all three Siegfried clones in Act 3.

There is no difference in strategy here, you just need to complete the stage quickly while satisfying the other requirements. Since we cannot take damage or heal for the achievement, we don't benefit from using Healer Mimicry. It is a good idea to use DPS Mimicry instead for extra damage. The time requirement is much tighter than the one for Azulmagia, so I would not recommend trying this achievement until you have most of your spells. You can use Final Sting Icon Final Sting and still get the achievement. It is mostly wasted in Act 3 since you need to kill the three clones, but you can use it in Act 2 to potentially skip Shattersteel. Buffed with Whistle Icon Whistle and Moon Flute Icon Moon Flute, Final Sting Icon Final Sting will deal about 55% of Siegfried's health.

5.31.

Anything Gogo's

5.31.1.

Required Spells

  • Diamondback Icon Diamondback
  • Exuviation Icon Exuviation
  • Eerie Soundwave Icon Eerie Soundwave

This is the single stage that was added in the Level 70 update, but it is a ton of fun! It can be tricky and take practice, so be patient while learning it.

5.31.2.

Act 1

Gogo begins the fight by casting Mimic and dancing for 8 seconds. If we attack Gogo at all during this, they will kill us. You can use some spells before the Mimic cast finishes, but do not damage them at all while under the effect of Mimic. Once it wears off they will cast Mimicked Flamethrower, so just heal up after. Gogo will then cast Mimicked Sap which behaves similarly to Hyperdrive during Siegfried, but is three separate casts that get increasingly faster. Just make sure you are moving when the cast starts and you will get out of it no problem. Next they will cast Mimicked Imp Song, so interrupt the cast with Flying Sardine Icon Flying Sardine. Gogo then casts Mimicked Doom Impending just like Durinn in Stage 28, so make sure you are at full health before the cast finishes! Gogo will then cast Mimic again so make sure you do not attack them during this. Next they will cast Mimicked Bunshin and create a clone in the center. The clone will cast Mimicked Protean Wave which creates two cone AOEs with a safe spot between them, while Gogo casts Mimicked Fire Blast which is a line AOE. This can be dodged pretty easily by either running behind the clone and dodging the line AOE, or standing in the Mimicked Protean Wave safe spot and dodging the line AOE. See the video above for an example. Gogo will then cast Mimicked Raw Instinct which gives them a critical hit rate up buff. This can be removed with Eerie Soundwave Icon Eerie Soundwave, though it does not need to be removed. At this point Gogo repeats mechanics until they are defeated.

5.31.3.

Act 2

Act 2 is definitely a fair bit spicier than the first act! Gogo starts with Gogo Fire III which applies Pyretic, which means we cannot move or use any actions or else we will take damage. They follow up with Gogo Blizzard III which is a point blank AOE. To handle this, we need to be far away from Gogo before we get the Pyretic debuff, that way we can avoid the Gogo Blizzard III damage. Gogo will then cast Gogo Thunder III which leaves a puddle on the ground, so simply avoid it. Gogo will then cast Gogo Flare followed by Gogo Holy, which are not avoidable. Heal up between the hits and you will be fine. Next up is one of the tricky parts of the phase: Gogo Meteor. Gogo will spawn a ton of ground-targeted AOEs as well as proximity AOEs. Make sure to go to the opposite side of the proximity AOEs while avoiding any on the ground. Finally there will be one huge meteor that covers the entire arena. You can either Swiftcast Icon Swiftcast into Diamondback Icon Diamondback in the center, or position yourself in a cardinal direction and cast Diamondback Icon Diamondback. We position ourselves in a cardinal because next Gogo will cast Charybdis which creates tornadoes on the intercardinals, and we don't want to get hit by it. They follow up with Icestorm which applies a Heavy and Frostbite effect, so cleanse both with Exuviation Icon Exuviation. Gogo then casts three Gogo Thunder IIIs in a row, so move away as they are cast. The fight loops from this point, and Gogo will do a Gogo Fire III into Gogo Blizzard III combo again, so position yourself away from them and stop everything for Pyretic. Repeat these mechanics until Gogo is defeated.

5.31.4.

Achievement Info

The achievement "Violets Are Violet," which rewards the title "Of the Truest Blue" and unlocks Friar Rush Icon Friar Rush, is earned by completing this stage while satisfying the following requirements:

  • Do not receive any vuln stacks (don't get hit by any avoidable AOEs, but Pyretic damage is actually fine).
  • Too Fast, Too Furious: Complete the stage in under 6:50.

There is no difference in strategy here, you just need to complete the stage quickly while avoiding AOEs. I personally like Healer Mimicry since it feels safer, but if you're struggling with time you can go DPS Mimicry and heal with White WInd instead. The time requirement is pretty tight, so I would not recommend trying this achievement until you have most of your spells. Spells like Cold Fog Icon Cold Fog are a huge gain because they allow you to maintain high damage while avoiding mechanics. You can use Final Sting Icon Final Sting and still get the achievement. Buffed with Whistle Icon Whistle and Moon Flute Icon Moon Flute, Final Sting Icon Final Sting will deal about 16% of Gogo's health.

5.32.

A Golden Opportunity

5.32.1.
  • White Wind Icon White Wind for easier healing.
  • As many physical OGCD spells as you can, such as Both Ends Icon Both Ends.
5.32.2.

Required Spells

  • Exuviation Icon Exuviation
  • Diamondback Icon Diamondback (and Mighty Guard Icon Mighty Guard if using safety strat)
  • The Ram's Voice Icon The Ram's Voice
  • Ultravibration Icon Ultravibration
  • Flying Sardine Icon Flying Sardine
  • Loom Icon Loom
  • Filler physical GCD, such as Goblin Punch Icon Goblin Punch
  • If going for achievement, a spell from each element.

This is the single stage that was added in the Level 80 update. It's not particularly difficult, but it is very slow. This macro can be used to make Goldor Gravity slightly easier, since it will teleport you directly underneath Goldor when you have him targeted:

    /micon Loom blueaction
    /blueaction Loom <t>
    
5.32.3.

Act 1

Goldor opens up with Goldor Blizzard III which needs to be interrupted with Flying Sardine Icon Flying Sardine. He'll then use Goldor Fire III which will target us with ground-targeted AOEs similar to Hyperdrive from Siegfried. If you stand close to him and run around in circles while spamming Goblin Punch Icon Goblin Punch you will be safe. Next he will use Slimy Summon which spawns a slime with tons of health. Freeze it with The Ram's Voice Icon The Ram's Voice and kill it with Ultravibration Icon Ultravibration. While he's doing this he'll use Goldor Quake which is effectively Plaincracker from other fights, so dodge accordingly. Next up Goldor will use Goldor Fire and spawn a bunch of fireballs around the outside of the arena. Pick an orb and kill it while dodging the Goldor Blast. He'll use Goldor Aero III and knockback from the center. There will be a safespot just barely on the edge of the arena where you killed the orb. Dodge the last Goldor Blast after the knockback. Goldor will use Goldor Gravity next which applies a big heavy to us, followed by two Goldor Blast line AOEs. Use Loom Icon Loom to teleport behind him for each cast, or use the Loom macro above to move directly under him and do small movements behind him when he casts Goldor Blast. Next up Goldor will use Goldor Thunder III. This applies a mild DOT effect to us, so cleanse it with Exuviation Icon Exuviation. There will be lots of AOEs on the ground so just watch your feet and avoid the damage! The rest of this phase will just loop from the Goldor Fire bit, only instead of using Goldor Blast he will use Goldor Thunder III during Fire.

5.32.4.

Act 2

Act 2 is definitely spicier than Act 1 overall, but it can actually be easier if we play it safe. Just like with any other FFXIV fight we will see the "tutorial" mechanics followed by combinations of those mechanics. Goldor opens up with Shining Summon and creates four golems on the arena perimeter. The golems will use a cross-style attack while Goldor uses Aero. The safe spot is on the outside of the arena, behind and to the left or right of the golems. Reference the video above for positioning. The next Shining Summon will create four dolls that all use a huge cone AOE while Goldor uses Quake again. The way to handle this is to stand just outside the Quake between two dolls, then take a slight step forward and use Diamondback Icon Diamondback. This is pretty tight positioning but you have plenty of time to handle it. You need to make sure you only get hit by two dolls since getting hit by all four will kill you. The last Shining Summon creates a Cyclops in the center. Goldor will use Thunder, then the Cyclops will Inhale and pull you into the center before using a swing. After the Inhale just run out of the center. Remember to cleanse the Thunder DOT from yourself during this! If you can't get it done before the Inhale you can wait until you get to the edge of the arena since the DOT doesn't hurt that bad. Goldor will now use Gold Fever and tether to the crystal on the perimeter. This grants him a magic damage buff and immunity to magic effects which is why we brought physical spells! If you're not going for the achievement you can just kill the crystal to remove the buffs. Shining Summon will now spawn all of the previous enemies at the same time. When Goldor uses this, find where the single doll spawns. The safe spot at the end of the mechanic will be the same as the golems from before, only now we also need to make sure we're to the side of the doll to avoid the eyebeam. Goldor will target you with Blast so you'll need to sidestep during the mechanic. He does one before Inhale and one after, so make sure you don't point it at the safespot early! After the Inhale just run to the safe spot, avoid the damage, then side step the last Blast. Goldor uses Goldor Gravity again and we will handle it exactly the same as in Act 1. After Gravity finishes he will use Blizzard so interrupt it and then get ready for the real mechanic of this act.

When Goldor uses Goldor rush, he will jump to the center and use a combination of Aero, Fire, Thunder (without DOT), and Blast. This is extremely tricky and bad luck with AOEs can make things difficult, but there are a few ways to handle it. Regardless of how you handle it, I would recommend putting up Mighty Guard Icon Mighty Guard for safety, since it will allow you to survive one AOE hit. The first way to handle Rush is to just get knocked back and carefully dodge the AOEs. This is what I did my first time but it's pretty tough. The second way to handle the mechanic is to just dodge the AOES, but you can use Moon Flute Icon Moon Flute for extra movement speed that does not count as sprinting! The third way, and what I would recommend, is to just put up Mighty Guard Icon Mighty Guard and use Diamondback Icon Diamondback right underneath him. You will get hit by a ton of stuff and get vulnerability stacks but you will survive! Once you're out of Diamondback just dodge the last blast and you'll be safe. At this point the act will loop from Shining Summon (with all enemies), so rinse and repeat until you're finished!

5.32.5.

Achievement Info

The achievement "All That Glitters Is Blue," which rewards the title "Gliterrier Than Goldor," is earned by completing this stage while satisfying the following requirements:

  • Elemental Mastery: Use all six elemental aspects and (Water, Lightning, Fire, Wind, Earth, Ice).
  • A Walk in the Park: Do not use sprint.
  • Do not kill the crystal in Act 2.

There is no real difference in strategy here, you just need to use all elements and not sprint. Leaving the crystal up in Act 2 does make the phase harder, but we can mostly cheese the most difficult mechanic. Fortunately there is no time requirement and we can get hit as many times as we want, so it's actually one of the easier achievements to get even if the fight itself is a bit tricky.

6.

Changelog

  • 20 Jul. 2023: Updated for Patch 6.45.
  • 22 May 2023: Guide added.
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