Dynasty, Tempest, and Forge; Fire, Nature and Ice
- Mutation Rotation
- Landi
- March 12, 2024
- 0
- 97
While we don’t have a new Season today, we do have a new batch of mutations. Congratulations to everyone who received leaderboard skins with the conclusion of Season 4. As we wonder how long Season 5 will be delayed for, we can wander around a Burning Shipyard, Overgrown Heart, or Frozen Forge in search of answers.
There are three levels of Mutation, as well as Story mode, for each Expedition.
- M1 requires 650 gear score and is relatively easy, introducing the mechanics of the mutation type at a reduced level of damage.
- M2 is a little harder and requires 675 gear score, with increased scaling and the addition of the Promotion challenges. It is still quite simple to do with an experienced group and is probably the most efficient mode, with improved loot for little effort.
- M3 requires 695+ gear score and optimised perks, gems and buffs. It is considerably more challenging than M2, both with increased scaling and the addition of the mutation Curse as well as the Promotion.
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
- 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
Artifact: The Butcher Sword
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.
Mutation: Hellfire
Burn baby burn, this rotation it’s Fire. 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 M1 level, everything is a bit easier, so you will be fine with Opals rather than Rubies, and may not need to use Ward potions or Coatings.
M2 - Barbaric
At M2, 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.
M3 - Fiendish
The first of our M3 curses is Weary, which 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% Fire 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.
Expedition specific
- 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
- Nature protection amulet
- Amber in armour
- Desert sunrise
Artifact: Magnetic Gauntlets Heavy Gloves
Tempest’s Heart is the longest expedition, with a generous hour allowed to complete it. Thrust weapons really penetrate through Corruption, so you’ll be likely to carry at least one. Spears not only have that damage bonus but also provide some strong debuffs like Perforate and if you have Enfeebling Skewer you can seriously reduce the damage to your team. Rapier offers fast damage with the bonus of constant bleeds and you can use Leeching Flurry to quickly regain your own health while robbing the enemy of theirs. If you prefer to stay out of reach, the Bow provides ranged damage and added DOT damage.
Isabella taunts us throughout this dungeon, finally remaining to finish the fight at the end. Remember to use your Azoth Staff on her once she falls, or she’ll rise up and you’ll have to repeat the fight. Before you make it to the final battle, you have to go through the fires of Neishatun. He will burrow into the ground three times, leaving you to navigate a series overlapping firey pools. If you’re standing in one when it pulses, you’ll take a stack of void DoT damage that cannot be cleansed until the fight is over.
Mutation: Overgrown
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 damage over time that increases at the higher mutations, 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, so Amber slotted in your gear will protect you.
At M1 level, everything is a bit easier, so you will be fine with Opals rather than Ambers, and may not need to use Ward potions or Coatings.
M2 - Savage
When you get to M2, 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.
M3 - Dessicated
The Curse of the Overgrown Heart is Desiccated, which is your basic dip and nae-nae. When a player gets a Nature 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 Nature 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
- Any non-elemental weapon gem
- Human Ward potion
- Human coating
- Flame protection amulet
- Slash damage – Hatchet, Axe, Great/Sword
General buffs
- Honing Stone
- Attribute bonus food
- Topaz gypsum attunement potion
Mutation specific
- Frozen protection amulet
- Aquamarine in armour
- Desert sunrise
Artifact: Inferno Fire Staff
The Empyrean Forge is a fire-themed mountain stronghold, with mechanical puzzles and giant gears and pistons. The majority of enemies are Human Varangians, but there are also quite a few Lost ghosties around. Our advice is to stick with Human Ward, the Lost are not significant. Slash weapons are strong, but there is scope for a wide range of character builds here. An interesting feature of the humans is they use weapons just like us and have similar moves. However, they don’t seem to be governed by the same cooldowns!
As you might expect from a Forge, there is quite a lot of fire around so you might either consider splitting your elemental protection, or using the new gear sets to swap out your setup for the boss fights. At the very least, a Fire Protection amulet will come in handy.
The first boss, Ifrit, is a fiery scythe-wielding worm-type boss who likes to throw his flames about. There are a few mechanics to watch out for, but once you have these down he’s not too bad. He stays in the middle of the room, rather than burrowing like some other worms we know. You can avoid the fiery space invaders by going prone, just make sure the floor is clear when you do. When he starts to project lines of flames, run anti-clockwise around him with them. The closer you are to him, the easier this is. Just don’t get burnt!
Commander Marius is the final boss and he also likes his fiery tortures. At some points during the fight, the floor is literally lava. Thankfully, there are some safety platforms provided in the corners of the room, just watch out if he joins you on them or drops a giant fiery meatball. For the DPS, ranged attacks allow you to stay out of reach from his heavy hitting AoE, so it might be worth considering a bow or magic weapon.
Mutation: Icebound
Ice, Ice, Baby! Everything slows down in the cold and this mutation is no exception. We start with Icebound, which means all enemies are dealing Ice Damage, so pull out your Aquamarines and Frozen Protection amulet. 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.
At M1 level, everything is a bit easier, so you will be fine with Opals rather than Aquamarines, and may not need to use Ward potions or Coatings.
M2 - Oppressive
Once we reach M2, we start seeing Mage Hunters, who drain mana when hit, so healers need to make sure their mana potions are slotted. Suppressor enemies cast a silence zone in which no abilities can be used, but at least it doesn’t have the explosion at the end.
M3 - Censored
In M3, players are Censored with silence. Using abilities causes a meter to build up and when it is full, 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. You can deliberately set off Silence before big fights, and in boss battle arenas you can clump to stack the Silence and reduce the area impacted. 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!