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Dynasty and Laz, Ice and Nature

 Dynasty and Laz, Ice and Nature

So, do you plan to delve into Dynasty this week to pick up some gorgeous item appearances with an Oriental aesthetic or go for the umbrals in Laz? It’s up to you, but don’t forget to loot the Elite chests for that elusive Transmog token!

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

General buffs

Mutation specific

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.

Ice, Ice, 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 dealing Ice Damage, so pull out your Aquamarines and Frozen Protection amuletMost 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.

When you get to M3, Festering enemies start to appear, dealing disease against you so your incoming healing will be reduced. Remember, debuffs can be Purified in a number of ways. Slicer enemies also turn up, adding 30% base Void damage, so think about diversifying your protective gems in this mutation.

The Curse of the Frowzen Shipyard is Desiccated, which is your basic dip and nae-nae. When a player gets an Ice 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 Ice 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.

Expedition specific

General buffs

It’s The Lazurus Instrumentality week, everyone’s favorite way to build up the umbrals. As always, Ancient enemies require ancient solutions and this means Hammers! Crush those bones down, but don’t forget the utility of your secondary weapons. Every good mutation team benefits from a Spear with Perforate and a Great Axe with Grav Well to keep things running smoothly. Or any other way you can think of to weaken those enemies and buff up your friends.

Essential perks are Ancient Ward on Armour and Ancient Bane on your weapons. Topaz converts some of your damage to Lightning, which is strong against Ancients, or you might choose to slot an Emerald for those large numbers in Chardis’ final down phase. Add an Ancient Coating, Infused if you can afford it, and a Honing stone to maximise damage. Slot an Ancient Ward potion in your hotbar to scull down just as things get a bit hairy. For example, just before the first fight as you run in, so you can start off on a high note. Remember to eat an attribute food of your choice and take your Topaz if you need to collect some gypsum.

Overgrown means those mobs are going to be healing one another, which really should be a privilege exclusive to us. Compost mobs drop a healing circle that works like a Sacred Ground for them and looks a bit like one too. This is one of the rare times that disease perks are useful in PVE, so pull out your Hatchet with Infected Throw, or slot a weapon with Plagued Strikes or Plagued Crits. Your Bile Bomb heartrune will also spread disease around, so vomit away to your heart’s content.

Toxic mobs spawn THE most annoyingly friendly little green blob that follows you around, does pretty intense DOTs (20-40%), and casts an area root. We just love not being able to move and getting damaged at the same time. Best bet is to try and stay out of its way. If you get stuck, it might be worth it to have Nature Absorption potions slotted and chug one down. Arboreal enemies are dealing 50% of damage as Nature, and Bramble enemies deal 20-40% base damage as Nature when hit, so Amber slotted in your gear will protect 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 first of our Fiendish curses is Weary, which starts at M6 and slows down player movement as well as increasing damage taken by 20%. This is on a timer and while you’re meant to be able to delay it by using abilities, it’s been glitchy in game so don’t rely on that.

The other curse is Blood Offering. Using abilities causes a 4.5% Nature DoT, which can stack up to 3 times, however while under the influence of Offering players also get a 25% life leech. So as long as you’re doing damage, this curse has little effect. The main person it impacts is the healer, so they may need to focus on healing themselves. Drinking some Desert Sunrise before you start the expedition should help reduce the effect.

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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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