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Dynasty and Genesis, Fire and Ice

 Dynasty and Genesis, Fire and Ice

The classic elemental opponents, Fire and Ice, fight it out this week. Which will be the most popular? Will you keep trying to speed through a frozen Garden of Genesis, or face the flames of a burning Shipyard?

Expedition specific

General buffs

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. Being another Corruption expedition, you can use your gear from last week and just swap out the gems for the Void protection.

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, which means that our usually strong rubies and Fire Staves get a break for the week. 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. And leave the Firestaff at home, all enemies have 50-75% fire resistance.

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 shrivelled, damage and healing will be reduced by 50% until the debuff wears off.

Expedition specific

General buffs

Mutation specific

The Garden of Genesis is one of the classic expeditions, having been in the game since release and very popular as a place to raise your item expertise. It’s the only Angry Earth dungeon and can be run pretty fast, although there are a couple of sticky spots that can slow groups down. The worst of these is Alluvium Marl, the Caretaker, who guards his Greenhouse in the middle of the dungeon. He can be seen starring in the featured image for this article, terrifying those facing him. Our advice for this boss is to just kill him, and do it fast.

Ice, Ice, Garden Baby! Everything slows down in the cold and this mutation is no exception. At M1 level we start with Icebound, which means all enemies are resistant to Ice damage, so say goodbye to that Ice Gauntlet this week. Most annoying is Shiver, a zone of exclusion that bites anyone who is outside of it, which keeps the group huddled up together. Be careful of enemies with Glacial, as they will drop a crystal that can root you in place. To prevent this, you need to destroy or run away from the crystal, depending on where it is positioned. All enemies are dealing Ice Damage, so pull out your Aquamarines and Frozen Protection amulet.

Once we reach M3, we start seeing Mage Hunters, who drain mana when hit, so healers need to make sure their mana potions are slotted. Silence enemies cast a zone in which no abilities can be used, but at least it doesn’t have the explosion at the end.

In the higher levels of the mutation, players are Censored with silence. Starting at M6, using abilities causes a meter to deplete and when it is empty, silence is cast on each member of the group where they are standing. Abilities cannot be used inside the silence zone and when it expires, it detonates with a massive 65% max health damage. So it’s pretty important to keep an eye on the meter and make sure that silence zones are strategically placed, especially in boss battle arenas. While silence is active, natural mana regen is turned off, however you can get 25 mana per 0.75 seconds by standing in the silence. Just don’t be in there when it explodes!

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Landi

Landi is an avid furniture collector and regular DPS for Don't Die Alone. She contributes to the Mutation Rotation and Faction Control series of articles.

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