This week's mutation is inescapably Icebound.
With all the New World brains trust engrossed in working out the Season 10 puzzle, I’m not sure if anyone will have time for mutations. But here there are anyway, on schedule as usual. It’s a good opportunity to pick up the Endless Thirst earring from Savage Divide if you don’t have it. Be sure to rug up in the cold!
Contents
Mutation
- Frozen – 50% of all enemy damage is Ice.
- Rime – Attacks cause a slow on hit – M1: Heavy and Special attacks, M2 & M3: All attacks.
- Glacial – Enemies with this title drop an ice crystal that slows and roots players.
- Shiver – Enemies with this title inflict Biting Cold on players who are not near them
Promotion
- Enraged – Each hit on an enemy generates a stack of Fury. At 20 stacks, the enemy grows 15% larger and does 50% increased damage.
- Shattering – Enemies deal additional stamina damage and apply a bleed on breaking your block. M1: 20% increased stamina damage, 5% bleed, M2 & M3: 75% increased stamina damage, 8% bleed.
Curse
- Blowback – Using abilities builds up to cause a zone of Silence that prevents the use of abilities. When it expires, the zone explodes, dealing 65% Ice damage.
- Truncated – During active periods of Silence, players lose natural mana regen. Standing in the Silence zone grants 25 mana per 0.75 seconds.
Consumables
- Frozen Protection Amulet
- Aquamarines in Armor/Jewelry
- Desert Sunrise
- Honing Stone
- Attribute Bonus Food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Frozen Protection Amulet
- M3 – Swap most of your Opals for Aquamarines
- Enchanted Ward – Aim for 4 or 5 pieces with this perk
- For more detailed advice on gear, check out our Gear Guide.
Avoid Ice Crystals
Glacial enemies will drop an ice crystal on death, that can root you in place. You have a couple of seconds to move out of the crystal’s radius before it snares you, so be aware of the glacial tag and ready to move. The crystals can be destroyed, but this takes extra time. Perks like Relentless Freedom, Berserking Purge, or the 300 Dex milestone perk can help get you out of a tight spot.
Huddle up in the cold
Shiver enemies will hurt anyone outside their frosty radius, so working as a close melee group works best with these. If your group is having trouble with enemy AOE damage or the backswing on their attacks, the healer can place a Sacred Ground for ranged players to stand in.
Combat slows with speed
To make up for the slows applied by Rime, you can use speedy perks to get the group running faster. Speed of Light, the final Beacon upgrade, is one option, or the Quick Shower upgrade on Ice Gauntlet’s Ice Shower gives a short speed boost. You can also apply your own personal hastes if you are using a weapon that has them.
M2 - The best defense is a good offense
It’s best to get in first and kill these guys fast. After being hit 20 times, Enraged enemies are going to get bigger and stronger. Your tank will also need to draw on more skills than right-click, with Shattering enemies around. A side-step can help avoid a hit without using precious stamina, if you have the footwork skills for it.
M3 - Strategic Abilities
Silence is incredibly annoying for every class. Tanks can’t taunt, Healers can’t heal, DPS can’t debuff or optimise damage. The excellent thing about Blowback is that you can see the gauge and can set off the silence deliberately, before entering a big fight. If you can’t help setting it off in the middle of a fight, try to stack and then move the group.
Garden of Genesis
Enemy Type: Angry Earth
Weaknesses: 30% Fire 20% Slash
Consumables
- Angry Earth Ward potion – 10% damage absorption
- Angry Earth Coating – 15% bonus damage
- Angry Earth Combat Trophy – 3/4/5% bonus damage x3
- Slash/Fire damage – Hatchet, Axe, Great/Sword, Fire Staff
- Ruby gem in weapon for Fire damage*
Faction Missions: Caliburne in Edengrove
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: Freya's Francisca Hatchet
Dropped by The Blighted Greenskeeper.
- +38 Magnify (selectable attribute)
- Thrown Mastery: Thrown Axe projectiles reduce all axe skill cooldowns by 25% (5s cooldown).
- Empty Socket: Attach a gem to add its effect.
- Empowering Rending Throw: Ranged Hatchet attacks deal +40% damage against Rending Throw targets.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Strategy and tips
This Garden is full of snares and Blight, so this is one time you might choose to use Powerful Incense over Desert Sunrise. Genesis is the shortest expedition and lots of players are used to speed-running it, so expect to have to keep up with your group. There’s a lot of skipping, and the boss in the secret room is rarely killed. Right at the start, you will need to collect some Concentrated Blight to unlock the first door. You can find this down the first staircase to the left, just be careful of the patrolling archer.
Main Damage Type: Strike
This fight is the most difficult in the expedition. There are two main methods of killing him, “All In” and “4 and 1“.
The Caretaker spawns in a large boggy room, all alone. He’ll jump around a bit and will slap out a long tendril at the furthest player, so be careful if you’re playing range. When you get his health down to about 70%, he’ll move to the centre of the room and start putting up a wall of thorns. This is where the group has to decide whether to stay inside the wall with him, or to go outside and deal with the adds that spawn.
All In
The All In method is a DPS check. Everyone enters the ring with the Caretaker and does as much damage as they can. A Genesis Cap mushroom will spawn – you need to destroy the first one to avoid a wipe. The person who kills the Genesis Cap will receive an Empower buff. After, he’ll start diving under the floor and emerging periodically to attack. You can just avoid the lunge by watching and moving. After 7 lunges, the Caretaker will stand up and you can fight him again. Sometimes the walls will go down and let in the adds at this point, so you have to kill him very quickly. If the group can’t kill him fast enough and ends up dying to the adds, you may need to try the 4 and 1 method.
4 and 1
This method involves sending one player (usually the tank) inside the thorn wall, while the rest remain outside. The tank needs to play defensively and also destroy the Genesis Cap mushroom when it spawns. Outside the wall, there will be three lots of adds spawn, the first one on the side near the entrance. A point will light up, indicating where the spawn is going to occur. The outside group need to kill each spawn of adds as quickly as they can, then move clockwise around the wall to fight the next group. After a period of time, the walls will come down, allowing the tank to help with any remaining enemies. The Caretaker will go into the wall phase again, this time everyone should go in and do the All In method as outlined above.
Main Damage Type: Nature and Strike
The Greenskeeper is a snake-like boss, with poison to boot. The main attacks are Strike damage, but you should be able to avoid those. The AOE poison and ranged attacks are Nature damage and it’s more likely you might be hit by these. This is a relatively easy fight, as long as you know what to expect.
- Poison Pools – if you see a stream of poison headed your way, run to the edge of the arena. A large pool of poison is about to appear at your feet, so you need to get it as far from the group as you can. Also try to avoid dropping it on boulders if possible.
- Scream – if you’re playing ranged, the Greenskeeper may send out a scream wave at you. This can be dodged.
- Projectile – she also throws three quick projectiles, which can also be dodged
- Boulder – an outline of a circle will appear on the floor at the feet of a player, just before a boulder drops. You can easily move out of the way in time if you see it. These boulders are used later, so it’s important there is room around the back. Make sure you’re not fighting at the edge of the arena, especially if you are ranged.
- Burrow – the Greenskeeper will tunnel under the ground and come up under a player. If you get hit, it does a large amount of Strike damage. It will keep tunnelling to the furthest player, so to shorten this section, the group can stand together in a Sacred Ground and block.
- The Floor is Poison – later in the fight, the floor will be covered in a wavy poison. If there is no boulder between you and the Greenskeeper, you’ll be instantly killed. Everyone should hide behind a boulder, unless you have Defy Death, in which case you can live through it.
Interesting Loot
- M3 – Blighted Growth’s Set – Light armour with Nature Harnessing and Shirking Fortification, upgradeable.
- M3 – Mossbourne weapon set for skins – split stat Con/Weapon scaling attribute, Mortal Power/Blessed, Weapon Ability Perk.
- Garden’s Amulet – Health, Fortified + Random perk and attribute.
- Garden’s Ring – Keen Awareness, Hearty + Random perk and attribute.
- Garden’s Earring – Healthy Toast, Nimble + Random perk and attribute.
Dynasty Shipyard
Enemy Type: Corrupted
Weaknesses: 30% Arcane 20% Thrust 15% Nature
Consumables
- Corrupted Ward potion – 10% damage absorption
- Corrupted Coating – 15% bonus damage
- Corrupted Combat Trophy – 3/4/5% bonus damage x3
- Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
- Sapphire gem in weapon for Arcane damage*
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 lines – Dragon 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
- M3 – Empress 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.
- Shipyard’s Amulet – Health, Fortified + Random perk and attribute.
- Shipyard’s Ring – Hearty, Blood Letting + Random perk and attribute.
- Dynasty’s Earring – Refreshing Toast, Regenerating + Random perk and attribute.
Savage Divide
Enemy Type: Beast
Weaknesses: 20% Thrust
Consumables
- Beast Ward potion – 10% damage absorption
- Beast Coating – 15% bonus damage
- Wildlife Combat Trophy – 3/4/5% bonus damage x3
- Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
Faction Missions: Last Light in Elysian Wilds
Artifact: Endless Thirst Earring
Dropped by Mahantaram.
- +32 Magnify (selectable attribute)
- The Thirst: Healing consumables are 33% stronger, but Survival and Mana Potion cooldowns are 25% longer.
- Empty Socket: Attach a gem to add its effect.
- Empowering Toast: On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
- Fortifying Toast: On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).
Strategy and tips
Even after running it a few times, it’s still easy to get lost in the Savage Divide. The pathways look very similar and there are repeated mechanics throughout. To open doors, someone will need to pick up a ball and place it on the pedestal beside the door. If they get hit, the ball will usually reset. Fun fact about Savage Divide, it has two gypsum nodes that yield a gypsum orb each – keep your eyes out for them!
As well as the standard Thrust damage weakness that Beasts have, elemental enemies in the Savage Divide are weak to their opposing element. So Ice Mammoths and Ice Hurlers have a 15% Fire weakness, Nature beasts have a 15% Lightning weakness and Lightning beasts have a 15% Nature weakness. Plants, such as the Razor Lotus, are Angry Earth rather than Beast.
Main Damage Type: Elemental
Both boss fights in Savage Divide employ all the elements, to keep you on your toes. Kurok is a large gorilla, with no weaknesses. His arena has four shrines, for the elements Fire, Ice, Lightning and Nature. When he leaps to a shrine, he will activate it, and an AoE attack of that element will periodically spawn at the shrine and move around the room. After the element has been up for a short time, the shrine becomes active and a player can interact with it to become an antidote for that damage type. They will have a small elemental disc at their feet and when they stand on the AoE attack zone, it neutralises it.
After a player has activated the antidote, Kurok will move to a different elemental shrine and start that one, requiring another player to get the antidote disc and clean up any AoE damage zones. Groups will often hold off activating the antidote to minimise the amount of different elements spawning, especially if the first shrine is Nature. While an element is not being neutralised, Kurok will build stacks of that element. At 10 stacks, he does an AoE attack, which you can dodge if you’re watching. For the last 10% of his health, he does Void damage and builds Void stacks. This is the most dangerous part of the fight and someone often goes down.
If you see a red target appear above your head during the fight, Kurok is about to throw something at you, so be ready to dodge.
Main Damage Type: Elemental
Mahantaram is a mammoth who spawns various elemental conduits while he tramples all who dare enter his cave. Like Kurok, he has no weaknesses and commands all elements. It is important that the DPS destroy the conduits as quickly as possible before returning to damage the boss. The tank can maintain aggro and move Mahantaram around the room to keep out of elemental damage zones.
If you see a red target appear above your head during the fight, Mahantaram is about to charge at you, so be ready to dodge.
Interesting Loot
- M3 – Primal weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Empowered/Blessed, Weapon Ability Perk.
- Primal Amulet – Strength, Health, Empowered + Random perk.
- Primal Ring – Dexterity, Crippling, Hearty + Random perk.
- Primal Earring – Intelligence, Refreshing Toast, Healing Heart + Random perk.