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Ennead and Starstone, Void and Fire

 Ennead and Starstone, Void and Fire

With the introduction of transmog, it’s a great opportunity to try out both mutations this week to collect any appearances you might be missing. Both expeditions require a minimum of two gear sets due to the different monster types, but don’t worry, this will soon be a thing of the past.

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 Ennead has more bosses than any other organisation, with three major boss fights and two bosses in the final battle. This brings us to a total of four big bosses. And don’t forget, you have to defeat the last two twice. This expedition also starts out with Ancient enemies, but with a Brimstone flavour, so if you’re getting toasted, you can consider adding some Fire ward. 

The first boss you encounter is Godling Khepri Supernal, a giant scarab beetle. You need to use the architecture of the room to avoid his laser beam, by running around to the other side of the pillar once he starts casting. As long as the group works together, this is a pretty easy fight.

After getting through the twists and turns of the first maze-like section, you will use three Azoth staves to burst a Corruption bubble and encounter a series of Corrupted enemies. This culminates in the second boss fight, with General Crassus. He goes through three phases and summons a lot of adds, so it’s worth having dedicated DPS keeping them under control.

The final boss fight is a doozy. It starts with Anpu, aka Big Guy, who has some nasty elemental attacks, reaching out with ranged spikes and causing an AOE spin, as well as smacking down like a regular brute. The one attack you can control to some degree is his charge, which is usually targeted at the furthest player. If they keep a pillar between Anpu and themselves, he will bonk his head and stop his charge. Make sure you don’t stand in the trail he leaves when he charges, as it does major damage.

Once you knock Anpu over, his little buddy, Heru (aka Small Guy), turns up. He is infinitely more annoying, because he requires the whole team to work together. When he enters his levitation stage in the middle of the arena, four players need to be at each of the floating pillars and use their azoth staves, while suffering massive tick damage. It’s worth drinking a regen pot just before using your staff, to keep the ticks under control. He also stuns and creates damage zones, so be careful.

The real fun starts once Heru goes down, as at this point they both get up and the place becomes chaotic. If you don’t kill them both within 30 seconds of each other, the other one respawns, so one strategy is to get Small Guy down to almost dead, then focus on Big Guy, then when he is almost dead, take them both down. Just careful of Small Guy going into his levitation phase while you’re trying to fight Big Guy, it’s good to have a lot of DPS here to get this fight over and done with. 

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.

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 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, 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!

Expedition specific

General buffs

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 AmethystsParanoia 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. 

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 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% Void 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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