Dynasty and Starstone, Fire and Void
- Mutation Rotation
Landi
- September 26, 2023
- 0
- 202
![Dynasty and Starstone, Fire and Void](https://newworldnews.org/wp-content/uploads/2023/09/featured-mut-Dynasty-003.jpg)
Last chance for mutations before the big patch next week! Will you delve into the Starstone Barrows in search of Eternal skins for your transmog, or fight fire in the Dynasty Shipyard?
Note: Elemental damage gems in your weapons are simply recommendations based on the elements your enemies are weakest to. Your playstyle may suit non-elemental gems better and you are encouraged to continue using those if so.
Expedition specific
- Corrupted Ward armour
- Corrupted Bane weapon
- Sapphire gem Arcane damage
- Corrupted Ward potion
- Corrupted Coating
- Thrust damage – Spear, Rapier, Bow
General buffs
- Honing Stone
- Attribute bonus food
- Topaz gypsum attunement potion
Mutation specific
- Flame protection amulet
- Rubies in armour
- Desert sunrise
- Fire Absorption potion
The Dynasty Shipyard we explored on our way to level 60 has become a lot more difficult, and more rewarding. Healers, in particular, can get some very nice looking loot here, and as a mutation it’s all at that higher level.
The two boss fights in Dynasty can be tricky, and it can be good to bring an off-tank to the dog fight in order to keep them separated. Empress Zhou Taiyang is as challenging as ever, so remember to stay away from her pink magic, stack the pylons against the back wall and run back to the door to fight.
Burn baby burn, this rotation it’s Fire. At M1, we start with the basic Hellfire. Look at the enemies’ nameplates to see whether they are Explosive, and be sure to position yourself well away from edges when they die, to avoid being blown over. Fiery enemies apply Burn, giving you a Fire DOT, so it’s worth drinking some Desert Sunrise before you start. Ignited enemies deal 50% of their damage as Fire, so slot Rubies in your armour and wear a Flame Protection amulet to get your Fire resistance up. Enemies with Enflamed can cast a Burn zone on the ground, so watch your positioning.
At M3, some enemies start being Barbarically buffed. Shattering is annoying for your tank, dealing 40-75% increased stamina damage! It might even be worth stacking more of the stamina perks to keep up. Watch out for those large Enraged enemies, who deal 50% more damage once they get 20 stacks of Fury.
The Curse of the Burning Shipyard is Desiccated, which is your basic dip and nae-nae. When a player gets a Fire ring around them, they need to dip all team members in order to remove their Shrivel. But make sure they nae-nae away before the timer ends to avoid spiking others with a chain Fire for 50% of their max health. If you’re unlucky enough to be left shriveled, damage and healing will be reduced by 50% until the debuff wears off.
General buffs
- Honing Stone
- Attribute bonus food
- Topaz gypsum attunement potion
Mutation specific
- Void protection amulet
- Amethyst in armour
- Desert sunrise
- Void Absorption potion
The Starstone Barrows is an exotic mashup of our first dungeon experiences, with the expedition taking adventurers through both Starstone and Amrine. We start in Starstone and then instead of ascending the stairs to the central pillar, a breakage appears to our left and we sneak into Amrine to face Simon Grey. Then we work backwards through Amrine until we return to Starstone on the other side of the central pillar. This means we get a fun split of Ancient and Lost enemies, and need to carry double the gear. For the lower level mutations, it’s fine to stick with your Ancient gear, but as you progress through the levels it’s best to change into your Lost set before facing Simon, who becomes increasingly difficult.
Just like at the end of Amrine, Simon is a heavy hitter with a periodic minion spawn, but now he’s completely buffed. If you don’t manage to dodge his smash-down attack, there’s a good chance of light-armoured players being wiped. On top of that, if you can’t kill his minions, he eats them up for a little heal, prolonging the fight.
Time is tight in this dungeon and there are a few tough fights where the mobs are grouped up or skipped. Keep those Ward potion handy and make sure you have a good healer.
The final boss, Greundgul the Regent, whose voice taunts us all the way through, has a fairly predictable mechanic and isn’t too bad as far as dungeon bosses go. The most important thing here is that everyone sticks together, literally stacking on one another during the jumping phase to help co-ordinate the dodges. Also during the bone throwing phase, it’s good to keep those bones close and take advantage of our AOE damage. If you can get a ranged attack on her face when she lands her jump, it makes everything easier as it stuns her and stops her jumping phase early.
It’s all purple in Starstone this week, with the Eternal mutation transforming the enemies to Void damage, so go with the theme and protect yourself with Amethysts. Paranoia is particularly annoying, with stacks building up as you hit the enemy. When you reach 4 stacks, a purple pool appears at your feet, dealing 40-70% damage. This is easily dodged as an individual, but when the melee are crowded together, you can end up with some big spikes of pain. It might be an opportunity to try a ranged DPS team for a change, with the tank holding aggro and 3 bow users shooting from afar. Creeping enemies Empower their friends when they die and Oblivion enemies use a life leech that heals them when they hit you.
When we get to M3, some of the mini-bosses gain Phalanx shields that block projectiles, which is particularly annoying for healers who are trying to speed up their cooldowns or charge up their heals with heavy attacks. If you play ranged DPS, make sure you have a melee weapon in your other slot and be aware that heals might be a bit less powerful. Vampiric also makes an appearance, which can make enemies slower to kill, so your Bile Bomb heartrune might be useful.
The real trouble starts when things get Frenzied. At M6, players begin being penalised for dodging, by acquiring a stack of Unstable that does 1.5% of max health as Void damage per second for 10 seconds and cannot be cleansed. You can get up to three of these stacks. When we get to M9, 3 stacks of Unstable drops a 3m radius zone that does 10% of max health per second for 15 seconds – ouch, that’s 150% of your health if you just stand there! If you enter this zone with stacks of Unstable, it will consume them and do 30% of max HP. So, it’s really important to manage your stacks and move away from the group if you can’t avoid dropping a puddle. Don’t poop on the group.