This week's mutation is endlessly Eternal.

Never fear, we are still here! This week’s mutation rotation report strolls in with the apathy of a sun-soaked southern-hemisphere holiday break. The good news is that we have some expedition synergy this week, with both The Depths and Dynasty Shipyard sharing native void damage with the mutation element. It’s a good chance to add some artifacts to your collection or pick up some expedition-specific item appearances. Running M3 has to be a less boring way to get 4 socket gear than the Soulwarden Forge as well, right?

Contents

Mutation

Eternal
  • Abyssal – 50% of all enemy damage is Void.
  • Oblivion – Attacks cause Leech on hit – M1: 20% Void DoT damage for 90% enemy heal, M2 & M3: 30% Void DoT damage for 120% enemy heal.
  • Paranoia – Hitting enemies with this title applies stacks of Paranoia. At 4 stacks a Void pool appears at your feet – M1 40% Void damage, M2 & M3: 70% Void damage.
  • Creeping – Enemies grant Void Empower to surrounding enemies on death, increasing Void damage by 50%.

Promotion

Indomitable
  • Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
  • Phalanx – Enemies cast a shield that blocks ranged attacks.

Curse

Frenzied
  • Unstable – After dodging, players receive a stack of Void damage over time dealing 1.5% max health every second for 10 seconds.
  • Overcharged – If Unstable expires with 3 active stacks, it drops a 3m zone that lasts 15 seconds and applies 10% max health Void damage per second. Entering the zone will consume all stacks of Unstable and deal 30% max HP damage.

Consumables

Gearing up

  • M1Opals in your armor is fine
  • M2 – Add the Void Protection Amulet
  • M3 – Swap most of your Opals for Amethyst
  • Enchanted Ward – Aim for 4 or 5 pieces with this perk.
  • For more detailed advice on gear, check out our Gear Guide.

Count your shots

Paranoia enemies will spike you with a Void pool for every 4 times you hit them, so count your shots and then dodge. This is one time that being in the clump can be bad for your health, if you need to stand near others – stay agile!

Kill the creepy ones last

Creeping enemies empower their friends when they die, so if you notice their title, try to keep them for last. This is particularly true if it’s a mini-boss – DPS should kill all the trash mobs while the tank holds the creepy one.

M2 - Melee and chunder

There’s a penalty for using ranged attacks once again, with Phalanx enemies putting up a deflecting shield, so make sure you have at least one melee weapon. Vampiric slows down the time to kill on mobs that have it, so slotting your Bile Bomb Heartrune can help.

M3 - Don't Poop on the Group

While fully geared and optimised groups can power through multiple Overcharged pools of pain, civilised dodgers might prefer to drop their load in a corner away from others. The other option is to use your dodges carefully and never allow the full three stacks to build up.

Barnacles and Black Powder

Enemy Type: Lost

Weaknesses: 30% Nature 15% Ice 10% Strike

barnacales and black powder consumables and weapons

Consumables

Faction Missions: Spyglass Ridge in Cutlass Keys

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.

Dropped by Nereid.

  • Dark Reinforced: Your armor is increased by 20%. However, its equip weight is increased by 10%, and you take 8% increase block damage.
  • Empty Socket: Attach a gem to add its effect.
  • [defense charm] Enchanted Ward II: 1.6-2% reduced damage taken from light and heavy attacks. [Max Stacks: 5]
  • [defense charm] Physical Aversion: Receive 2.8-3.6% less damage from ranged, physical attacks. [Max Stacks: 5]
  • Empty Defense Slot

Strategy and tips

This is a very pirate-y expedition, with lots of explosions and gunshots. Watch out for bombers – you can root them and run, or if you’re clever you can lead them to their friends and use them as a weapon. To beat the mutation timer, players generally tend to skip past mobs and group them up. Be aware of ghosts and try to kill them rather than skipping, since they cast spells that slow you down. 

Main Damage Type: Fire

The Admiral is a huge pirate with interesting feet and some really big balls. The fight seems deceptively simple at first, with everyone beating on him. He throws explosives, and if you see a red circle on the floor, you’re going to take some fire damage.

At about 75% health, he jumps up onto the ship at the back of the arena so you can’t hit him. He’ll usually spawn a group of minions at the same time. The Admiral throws down kegs and cannon balls, and lines of fire appear on the floor. The kegs drop a radius of black powder which causes a Fire DoT. You can pick up the cannon balls, load them into the two cannons at the side of the arena and use them to shoot Admiral Blackpower. After three shots, he will come back to the fight.

This happens again at 50% life and about 25%, with more fire lines each time, which you can just dodge through. At the end of the fight, after you pick up your bag, Admiral Blackpowder has one last explosive surprise.

Main Damage Type: Nature

Nereid is an interesting boss. First of all, she is Angry Earth, not Lost, so you’ll want to change your wards and coatings. She also has different Weaknesses to either regular Angry Earth or Lost – 30% Ice, 20% Strike.

Her attacks do a range of physical damage types, and she uses a Lightning spear, but the most troublesome part of this fight is the wind, which does Nature damage and pushes you around. So we recommend using some Nature protection to help out if you get stuck, and just avoiding the rest.

Nereid will fight in the centre of the arena and periodically spin along the cross pattern on the floor. It’s usually safest to stand on a diagonal, but be ready to move if she comes your way. There is a predictable pattern to her movement that you can learn. When Nereid moves to the centre of the arena and raises her staff, stand back and make sure you are on the diagonal. Gusts of wind will shoot out along the lines of the cross.

It’s possible to play this fight as ranged, from the edge of the room, as long as you keep an eye out for the tornados that circle the arena. Toward the end, there is a lot of wind and lightning (it’s very very frightening), so be careful of your positioning.

Interesting Loot

  • M3Siren’s Set – Medium armour with Health and Elemental Aversion, upgradeable.
  • M3Admiral’s Set – Light armour with Ice Harnessing and Elemental Aversion, upgradeable.
  • M3 – Pirated weapon set for skins – Acutely Empowered, Gem slot, Rogue/Keen Speed/Desperate Prayer, Weapon Ability Perk.
  • Powerful Hasty Talisman – mount charm – Provides the Haste status effect when force dismounted through combat.

Dynasty Shipyard

Enemy Type: Corrupted

Weaknesses: 30% Arcane 20% Thrust 15% Nature

Dynasty Shipyard. Thrust weapons, Sapphire gem, Corrupted Ward/Coating/Tincture. Honing Stone, Stat Food

Consumables

Faction Missions: Fortune’s Crossing in Ebonscale Reach

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.

Artifact: The Butcher

Dropped by Zhou Taiying.

  • +38 Magnify (selectable attribute)
  • Hemorrhage: Bleeds lasts 33% longer (Works on both weapons).
  • Jagged Whirls: Whirling Blade inflicts bleed, dealing 10% weapon damage for 6s.
  • Empowering Whirling Blade: If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).
  • Keenly Jagged: Inflicts Bleed on critical hit, dealing 10% weapon damage per second for 6s (7s cooldown).

Strategy and tips

Be careful of the pink elemental Void attacks from maidens and mages, and either block or dodge out. A ranged weapon can be useful in here. Enemy muskets are also quite annoying, so either bring the fight to them or stand out of their line of sight so they come to you.

Main Damage Type: Slash and Void

Isabella begins this fight, leaping around and running away as usual. She has a range of physical damage types, so the tank may be best off with some Onyx and a Slash protection shield, while everyone else needs to just stay out of her reach. She will also spawn three abominations, which are pretty easy to kill.

At about 75% health, Isabella will fly toward the boats and canons will shoot from the distance. The group can huddle up next to the eastern dog cage to prevent the canon fire from landing on them, then go and resume the fight. Canon fire will continue, so make sure you’re not standing in it.

Just before she gets to half health, Isabella gets tired of fighting and opens two of the cages in the room to reveal Oro and Joven, her pet tigers. There are a few strategies for this part of the fight, including allowing the tank to hold one dog while the rest fight the other, or having a DPS play an off-tank for the second dog. This can easily go wrong, however, so you may want to get the group to stand over by the west-side dog and get the tank to grab both of them. That way, AOE attacks will hit both enemies, killing them faster. The dogs do Slash damage and watch out for them jumping back and doing a Void breath attack, catching DP who had been standing safely behind.

Main Damage Type: Void

Empress Zhou’s moves are mostly telegraphed by particle effects, so once you get to know these, you can react in time to avoid them.

  • Small particles rising from the floor = Dragon Breath – only hits in front, so just dodge to the side.
  • Small particles on the floor radiating out from her = Corruption Wave – dodge into the wave.
  • Small particles spinning in a small and wider circle around her = Dragon Circle – if you have grit, you can stand inside, otherwise block.
  • Points to a player = Dragon Dive Solo – she will shoot a dragon at you, so move!
  • Multiple perpendicular pink linesDragon Dive – Dragons will shoot out along those lines and follow players, just step to the side and avoid them.

At about 60% health, the Empress will take a break and summon two waves of trash mobs, plus two pillars. These pillars can also perform her magic spells. Kill the mobs only, then everyone should stack at the East wall of the arena. Zhou will throw 3 more pillars and we want these at this end. Do not kill the pillars. Once all pillars are thrown, everyone should run to the West end to finish the fight. 

Interesting Loot

  • M3Empress Zhou’s Set – Light armour with Health and Refreshing, upgradeable.
  • M3 – Harbinger weapon set for skins – split stat Con/Weapon scaling attribute, Enchanted/Purifying Breeze, Weapon Ability Perk.

The Depths

Enemy Type: Corrupted

Weaknesses: 30% Arcane 20% Thrust 15% Nature

The Depths weapons and consumables

Consumables

Faction Missions: Moonbay in Restless Shore

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.

Artifact: Lost Stopwatch Amulet

Dropped by Commander Thorpe.

  • +32 Magnify (selectable attribute)
  • Stunny Gaze: Taunts are active. Generate 300% more threat. Stuns last 1s longer, but base damage is decreased by 10%.
  • Empty Socket: Attach a gem to add its effect.
  • Purify: When you are hit while below 50% Health, you lose all debuffs (90s cooldown. Does not trigger off persistent damage, DoT effects, or blocked attacks).
  • Health: Increase max health by 7% of the base value.

Strategy and tips

There are lots of teleports, trigger platforms and azoth staff nodes in this expedition, as well as a plethora of ranged enemies. Use the twists and turns to your advantage by getting out of their line of sight and forcing them to come to you.

Main Damage Type: Void

The Archdeacon begins the fight in the centre of his arena, although he can move around if players do. He summons Corrupted dogs and has a nasty Ground Wave spell that you’ll need to dodge. Try to keep the dogs in the clump so they get killed by the hits on the Archdeacon.

When he gets to about 50% life, he’ll become invincible and channel a red beam to the east side of the arena. While the Archdeacon is invincible, mines will periodically spawn and if they are not destroyed they will explode and apply Void damage to everyone in the room. If you learn the timing, you can dodge this explosion. Two DPS should step on the teleport pad, which will take them up to a platform where two mages spawn. After killing the mages, one DPS needs to use their Azoth Staff on the node so they can both return to the main arena. Azamela will resume his normal state.

At about 20% health, the Archdeacon starts channelling again, this time with an additional green beam to the west side. You need to split the group and clear each platform as soon as you can. If the dogs are clear, the healer can remain on the ground and heal each side, but usually they will go up with the tank and DPS on the green side. Surviving the bomb damage at this point is the hardest part, clear quickly, dodge if you can, and use potions carefully to stay alive.

Main Damage Type: Fire

Thorpe has been with us since the first sea voyage to Aeternum, so we should be familiar with his moves by now. His great sword does a large amount of Fire damage as well as Slash. Even when behind him, some of his moves swing back, so DPS need to be careful. When he charges, stay out of the firey trail.

Thorpe is pretty chatty and you can use his voice lines to tell what is going to happen next.

  • Ha! Pathetic!” = he goes off the tank and attacks one of the other group members
  • This will be the last time we meet” = he rises and becomes invincible while he casts a beam that spawns two behemoths. Don’t get hit by the beam and kill the adds while the tank holds Thorpe away.
  • Prepare to have your soul crushed” = aka The Big Sticky Finger. Thorpe points a beam across the room and slowly rotates. It’s pretty slow so easy enough to stay away from or you can duck under it.
  • Time to taste Corrupted Steel” = slams down his sword – don’t be too close.
  • I will crush you beneath my heel, ant!” = he summons a beam of fire and directs it at one player, leaving a circle of fire on the floor.

Interesting Loot

  • M3Expedition Captain’s Set – Heavy armour with Strike Conditioning and Grit Ward, upgradeable.
  • M3 – Gleaming Pitch weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Empowered/Blessed, Weapon Ability Perk.

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