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Talk:Gogmagog
Veng 5
V5 Gogmagog PLD, MNK, GEO, RDM, COR, WHM
PLD: Will be main tank and healing support. Ensure you use all JA in appropriate support gear item and an enmity build as well. Holy circle should be use shortly after the MNK engages and once it is up again. Otherwise just hold enmity with cures and flash, Once Gogmagog 2hr you do the same and gain enmity to kite the mob until the 2hr is off then pull back to same spot to finish.
MNK: you are the main DPS so use your best WS and proly have a SB/TP set to assist the tank. Be on guard to be the tank as well. If so, swap to -DT and ride it out until the PLD regains enmity. Just like the PLD if Gogmagog’s 2HR goes off kite him.
GEO: You will drop a Geo-Attunement Bubble (replace as needed) and Indi-haste on self with a Entrust Indi-Fury on Artanticos. You will be standing with the MNK so have a good DT set to weather out the attacks.
RDM: The biggest focus will be to Stymie + Gravity as soon as Gogmagog’s 2hr goes off. Followed up with a close second to dispel Infernal Bulwark. Main role you will be on debuffs and of course Haste on the PLD/MNK and Phalanx on the PLD/MNK/GEO and Provide support with the WHM who will need refresh. You will be on back line with WHM and COR.
COR: Your rolls today will be as follows: Chaos and Samurai on MNK, then changed Chaos to Wizard and did Leaden Salute from range.
WHM: Pro/Shell, Boost STR, Bar spells if you want other wise just Support with healing.
--Siggymund (talk) 09:17, 6 March 2026 (UTC)Siggymund
Veng 15
PLD, RDM, GEO, COR, MNK, WHM
GEO did Attunement and haste and stood on the MNK.
RDM did debuffs, didnt engage and stayed with WHM at 15+.
COR did Chaos and Samurai on mnk, then changed Chaos to Wizard and did Leaden Salute from range.
MNK did Victory Smites.
With the magic evasion we took almost no damage from any AOE damage. killed with about 8 minutes remaining.
--Invalid, Bismarck
RUN MNK SAM GEO BRD WHM
GEO: Bolster Fury, Frailty
BRD: SV March, Honor March, Scherzo, Minuet, Dirge (on DD), Sirvente (on RUN)
NM can use SP once, seems random which one it use (Mighty Strike, Blood Weapon, Hundred Fist, may be other). Can't use SP anymore after that. While SP is active, it has access to AOE TP move that can 1 shot everyone.
Plan: Fight till it use SP, everyone run away, Tank kite. Once SP off, can fight again.
https://www.youtube.com/watch?v=_BLvlX6VXoE
This NM is only dangerous for 30-45 seconds of the fight. Bring 1-3 forms of blunt damage. You can forgo a tank if you have a solid MNK and ~1 other blunt DD. Be sure whoever is tanking has their back to a wall to avoid knockback. At 75%, Bind/Gravity/Kite/Leave a taru Sacrifice when it SPs. As soon as the SP duration expires, resume damage as normal. There is nothing to threaten you after SP wears off. Minimal healing is required here, PLD or BST can solo heal this handily. There are no debuffs to -na or Erase.
Veng 20
Simple Melee Burn Tank DD COR BRD WHM RDM Bind/Grav/Sleep add. Can oneshot Run if unlucky. Bind/Grav Kite NM during 1hour duration.
Wota (talk) 09:30, 12 January 2022 (EST)
V25
Probably the most difficult V25, and that's not saying much. Bring blunt weapon users such as WAR and MNK. PLD is a solid consideration to prevent DDs from being blocked by the shield, and it can provide main healing as well as Holy Circle and Sepulcher. WAR MNK PLD BRD GEO (or COR) RDM works, or you can continue to forgo a tank and use WAR MNK GEO BRD COR RDM. It's recommended to save SP abilities such as Mighty Strikes, Hundred Fists, and Bolster for after 40% to offset Regen if not killing an add. Remember to Bind/Gravity/kite the main NM during *both* SP durations at 75% and 40%, as it now has two opportunities to end your run with Stygian Release, Noahionto, or Villainous Rebuke. One or both adds can be pulled away and killed, but be warned that they have access to, at the very least, Noahionto at any time and can use it to one-shot your party. Adds' access to Noahionto is *not* tied to the main NM's SP duration.
WAR: Use Club with Judgment/True Strike/Black Halo.
MNK: Do punching things, rotating Weapon Skills to avoid cumulative damage resistance.
PLD: Main heal with Majesty Cures, apply Holy Circle and Sepulcher on cooldown. Be sure to keep the mob faced away from the DDs to maximize their damage output.
BRD: Standard DD songs; Honor March, 3x Minuets, STR Etude. Apply Dirge/Sirvente only if your party experiences enmity issues. Dispel Infernal Bulwark as often as possible.
GEO: Geo-Fury (change to Frailty during Bolster) / Indi-STR / Entrust Indi-Fury or Frailty.
COR: Crooked Chaos Roll / Samurai Roll (If you intend to kill an add) or Rogue's Roll or Fighter's Roll depending on needs.
RDM: Apply buffs/debuffs. Dispel Infernal Bulwark as often as possible. Crowd control adds and main boss during SP phase. If the group does not bring a PLD, you are the main healer as well.
MNK WAR BRD COR RDM WHM Don't bother with a tank. MNK will have hate for most of the fight, so they'll get shield blocked a lot. WAR spams Judgement with Loxotic Mace +1 from behind. Fight took less than half the allotted time, was a total cakewalk. --Gibbles (talk) 09:29, 17 March 2023 (EDT)
A 4-man strategy for V25
Party Setup: MNK, COR, BRD, PLD + trusts (Koru-Moru and Monberaux)
MNK: Tanks the main boss. Pull the boss away from trusts. Spam Shijin Spiral, Victory Smite etc.
BRD: Use Soul Voice at the start. HM, Aria, and Minuet ×3. Spam Finale and Mordant Rime.
COR: Use (Crooked Cards) Samurai Roll, Chaos Roll, and Light Shot after Dia III. Spam Savage Blade.
PLD: Tanks both adds and acts as the main healer.
MNK kites the boss at 75% and 40% when it uses 2-hour. Use 2-hour after 40% HP to finish it quickly. Around 3 mins left on the clock.