This week's mutation is endlessly Eternal.

Woah, there’s so much to do right now, I’m not sure if we’ll get a chance to look at mutations. With the hotfix for crafting gem slots, M3s are back to being the only way to get 4 socket gear, so it’s definitely worth getting a group together for. Most artifacts have gone through some changes as well, so double check the ones available this week and see whether they have a perk and charm combo that will suit your build.

Please note: the Interesting Loot section of the expedition templates still has not been updated yet – there’s just so much to do right now!

Contents

Mutation

Eternal
  • Abyssal – 50% of all enemy damage is Void.
  • Oblivion – Attacks cause Leech on hit – M1: 20% Void DoT damage for 90% enemy heal, M2 & M3: 30% Void DoT damage for 120% enemy heal.
  • Paranoia – Hitting enemies with this title applies stacks of Paranoia. At 4 stacks a Void pool appears at your feet – M1 40% Void damage, M2 & M3: 70% Void damage.
  • Creeping – Enemies grant Void Empower to surrounding enemies on death, increasing Void damage by 50%.

Promotion

Savage
  • Festering – Enemies apply a stacking Disease on being hit. M2: 2.5% reduced healing per stack, M3: 5% reduced healing per stack.
  • Slicer – Enemies cast slicing beams that do 30% Void damage.

Curse

Censored
  • 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% Void 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

Gearing up

  • M1Opals in your armor is fine
  • M2 – Add the Void Protection Amulet
  • M3 – Swap most of your Opals for Amethyst
  • Enchanted Ward – Aim for 4 or 5 pieces with this perk.
  • For more detailed advice on gear, check out our Gear Guide.

Count your shots

Paranoia enemies will spike you with a Void pool for every 4 times you hit them, so count your shots and then dodge. This is one time that being in the clump can be bad for your health, if you need to stand near others – stay agile!

Kill the creepy ones last

Creeping enemies empower their friends when they die, so if you notice their title, try to keep them for last. This is particularly true if it’s a mini-boss – DPS should kill all the trash mobs while the tank holds the creepy one.

M2 - Void and Disease

We all know Slicers are annoying, even more so when you’re fully gemmed up for a different type of elemental damage. Between these and the Festering disease, your healer might need a little help keeping you alive, so make sure you bring plenty of health potions.

Ah, beautiful synergy! Slicers will not bother us so much this week, as we’re all gemmed up against Void damage. You still might need to boost your incoming healing by chugging down a health pot to compensate for the Festering disease.

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

Genesis consumables and Weapons - Slash/Fire. Ruby, Angry Earth Ward/Coating. Honing Stone, Stat Food, Topaz potion

Consumables

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

  • M3Blighted 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.

Glacial Tarn

Enemy Type: Ancient and Human

Weaknesses:  Ancient: 30% Lightning, 20% Strike, 15% Void. Human: 15% Slash

Note: there are multiple unique weaknesses in this expedition, see below for more details.

Empyrean Forge consumables and weapons

Consumables

Faction Missions:  Warden’s Rise in Great Cleav

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: Deep Freeze

Dropped by Snorok Ice Fist.

  • +38 Magnify (selectable attribute)
  • Chilling End: Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
  • Empty Socket: Attach a gem to add its effect.
  • Vicious: +7% critical damage.
  • Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).

Strategy and tips

Partner to the Empyrean Forge, Glacial Tarn is the icy portion of the underground Great Cleave. You will see fire pits along your journey, which provide you with a buff that melts through ice-forged enemies. As long as one person with the buff has attacked the enemy, everyone will be able to do normal damage. If no one has the buff, your attacks become weak and the enemies take a long time to die. Sometimes the group needs to decide whether to go back for a buff or whether to run forward to the next one.

The puzzle rooms in the second half of the expedition require some coordination. Each door requires someone on the previous plate in order to unlock it. There are ice-forged enemies here and a sheet of ice that cleanses the fire buff, so again you’ll have to choose whether to fight or run. If you do run and jump down, make sure you step out of the archer’s line of sight.

Not only does Glacial Tarn have two enemy types, a number of the mobs have different weaknesses than normal Ancients and Humans do.

Main Damage Type: Ice/Strike

Snorok is categorised as an Ancient Guardian but has his own specific weaknesses – 20% Lightning, 15% Thrust, 15% Fire.

This Ice Troll throws plenty of temper tantrums, smashing the ground and bringing down stalactites on unsuspecting heads. Ranged weapons can be useful here, due to the slow and hypothermia effects from his large blizzard spell, although if you can stand the cold, melee will kill him more quickly. DPS should probably use a Frozen protection amulet in here, while the tank would be best off with Strike protection. While all his moves are predictable, it’s still easy to just miss one mechanic and get wiped out with one hit, so play carefully.

  • Frost Breath – Snorok will emit a cone of icy breath about half the arena’s length. Be aware that this will follow you as you move out of it, so you might need an extra dodge.
  • Charge – If a blue symbol appears above your head, get ready to move. Snorok will make a quick charge across the room and being hit generally results in death. He’ll usually do two in a row, not always to the same person.
  • Personal Pound – Stalactites will drop in the melee vicinity of the boss, doing strike damage.
  • Stalactite Storm – Snorok will rage and stalactites will drop everywhere in the arena. You have some warning of the drop zone by a circle appearing on the ground just prior to the drop. These do high amounts of ice damage, so do your best to avoid being hit.
  • Blizzard – Snorok summons a large aura of cold, that almost fills the arena. If you are playing ranged, look for the edge of the storm and stand outside it.

Main Damage Type: Slash/Ice

This is an interesting boss fight, because it includes multiple enemies. Our task is to defeat Ser Loth, but he is supported by the giant Ice Entity in the centre of the area and the four Spellcasters who bring it to life. Ser Loth does mostly slash damage with his giant sword, while the Ice Entity does Strike and Ice. The arena consists of four island platforms joined by bridges, that form a ring around the giant Ice Entity. It is possible to fall off, so watch your footing.

The four spellcasters spawn periodically, initially with a protective aura. When this aura drops, they can be attacked, and killing all four mages puts the Ice Entity to sleep temporarily. When this expedition was first released, there were many bugs, and if you killed the mages at the wrong time it could prevent the fight from being completed. So, many groups simply ignore the mages and dodge the Entity attacks.

  • Ice Javelin – a blue symbol will appear above the head of the player Ser Loth is throwing the ice javelin toward, warning you to dodge. Anyone else in the line of fire will be hit.
  • Ice Wave – same as the Ice Javelin but a wider wave.
  • Frost Breath – The Ice Entity will breathe on an island, making it slippery and spikey and causing damage – you need to get off the island!
  • Ice Bomb – The Ice Entity will throw a bomb onto one island – you need to destroy it before it explodes.
  • Break Bridges – a red symbol will appear above all bridges just before the Ice Entity breaks them. If you are on a bridge, you will fall and be out of the fight. After a period of time, bridges can be rebuilt by interacting at the edge of the island.
  • Weak Spots – three greenish discs will appear on the Ice Entity. While these are up, Ser Loth will resist most of your damage. Ranged attacks need to destroy the weak spots.

Interesting Loot

  • M3 – Verglas weapon set for skins – Weapon scaling attribute (except War Hammer has Dex, Fire Staff has Str, others have secondary damage stat), Vicious/Blessed, Weapon Ability Perk.
  • Frigid Dawn Set – Heavy armour with Elemental Aversion and Enchanted Ward (illegal combo), upgradeable.
  • Verglas Amulet – Strength, Health, Divine + Random perk.
  • Verglas Ring – Dexterity, Leeching, Keen Awareness + Random perk.
  • Verglas Earring – Intelligence, Refreshing Toast, Nimble + Random perk.

The Ennead

Enemy Type: Ancient and Corrupted

Weaknesses: Ancient: 30% Lightning 20% Strike 15% Void. Corrupted: 30% Arcane 20% Thrust 15% Nature

Ennead weapons and consumables

Consumables

Faction Missions: New Corsica Town, Wikala Al-Wahaha, and Taberna Mercatus in Brimstone Sands

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 Wall Tower Shield

Dropped by Heru.

  • Shield Wall: Gain 5% base damage reduction You cannot dodge, but have 33% more stamina. (While active or sheathed)
  • Chromatic Ward: You take 25% less damage from all elemental sources.
  • Sturdy: Receive 10% less Stamina damage while blocking.
  • Keenly Fortified: Gain 10% Fortify for 3s on critical hit (10s cooldown).
  • Cannot add Gem Setting Pin

Strategy and tips

The Ennead is a bit of a maze and there are many different ways you can go and still reach your final destination. The fastest way is to take the first left in the passageway after the first room, kill all the beetles, then hug the wall on the right, fight the two sphinx and then proceed up to the mini-boss guarding the door. This does skip a lot of mini-bosses though, so if you’re wanting to complete faction missions or collect Azoth Crystal items from M2+ then you’ll have to go the long way.

Beware the Horus Guardians, as they teleport backwards away from the fight. Try to position them so they have a wall behind them and cannot get too far away. Some of the mini-bosses have attacks that do high damage, including Shai in the first room. If you are dying to this, consider taking your Con up to 100. On top of the mutation elemental damage, many of the attacks here are Fire or Void, so if you need somewhere to put your resistance over the 50% cap, these are good choices.

After the first boss, the enemies become Corrupted instead of Ancient. In M2 and M3, you may consider rebuffing at this point or even changing weapons. After the second boss, we return to Ancient for the final section.

Main Damage Type: Fire

This giant beetle is the first boss you will face. When you first enter the arena, there is a chance Khepri will charge, so be ready for it. As well as the physical attacks, Khepri emits a Solar Blast that does Fire damage. Watch out when the beetle launches into the air, because it is going to land with a slam. This gives you plenty of time to prepare a dodge. In the early part of the fight, it will do one slam but as the fight progresses, it will do two and then three, which is harder to dodge successfully.

Periodically, a solar beam will be targeted at each player. In most cases, you should be able to just fight through this, with good heals. For M3, you may want to use one of the pillars in the room to hide behind, which will stop the beam from damaging you.

Main Damage Type: Void

The General is Corrupted, so most of the elemental attacks in this fight are Void, including the corrosion blobs on the floor. There are a couple of Fire attacks, from the Archer phase, so try to stay out of those. General Crassus takes three different forms in this fight, each with their own signature moves.

Legionnaire Phase

This is the opening form, where General Crassus uses a spear. He begins flanked by two Signifiers and some trash mobs. It’s always good to clear Signifiers first, as they have a large area of effect Rend debuff. Watch out for the Phantoms – a row of ghostly soldiers that can hit hard. If this phase takes too long, additional enemies will spawn from a plate at each end of the arena. This is too far for the tank to taunt both of them, so DPS will need to manage these mobs and kill them or bring them to the clump.

Sagittarii Phase

At about 70% health, Crassus will return to the centre of the arena and his weapon will transform into a bow. He’ll also summon 4 allies around him. The bow attacks do fire damage, so make sure you keep moving around. Adds will continue to spawn on the plates and need to be kept under control or the healer won’t be able to heal.

Signifier Phase

In the final phase, at about 40% health, Crassus transforms into a Signifier with a staff. Two cyclops are spawned at the same time. Rather than fight these, DPS should move on to the boss and allow the tank to kite the Cyclops around the arena. It’s important to kill Crassus as fast as you can to finish the fight.

Main Damage Type: Fire

So, you’ve probably already noticed that Ennead has an extra boss fight, and to top that off, the final battle is with not one but two bosses. First we fight Anpu and then Heru, but when Heru dies the first time, they both rise up and we have to fight them together. The final deaths need to be within 10 seconds of one another, or else they will both respawn. So when one gets down to 1-2 bars of health, change your target to the other one.

Anpu

The big guy is Anpu and he spawns at the back left corner of the arena. On entering, the whole team should run up and fight fairly close to the pillar he spawns near. The tank should keep him on the far side of the pillar, and the furthest player needs to keep the pillar between them and Anpu, so that when he charges the pillar blocks him.

  • Fire circle – when Anpu lifts his leg, he will spin fire around himself. Step back until this is over.
  • Fire charge – Anpu will charge at the furthest player. Use a pillar to block him. He will leave a trail of fire which causes a fire DoT, so it’s best to reduce this by making him hit the closest pillar rather than charging across the arena.
  • Cleave – Anpu will slam the ground and cause a line of seismic damage to head toward a player.
  • Bolt – Apnu will throw two fast projectiles at a ranged player. These can be dodged if you’re quick.

 

Heru

Once Anpu is killed the first time, Heru will spawn near the glyph at the back of the arena. At this point, players need to be prepared to move toward the four pillars in the arena, so a ranged weapon can be useful.

  • Judgement of the Gods – you will get a beam on you that causes a stun – make sure you’re not standing in fire when it takes effect.
  • Divine Doom – a beam of light targets each player, causing fire damage. Just move out of it.
  • Sun Beam – circles of fire move around the arena, be careful not to stand in them.
  • Pillars – Heru will teleport to the middle of the room and hover in the air. Each pillar will start glowing and need to be disabled via interacting with it. While there are any pillars that haven’t been disabled, a wave of damage will periodically sweep the room. There is enough time to disable a pillar before the wave, if you start as soon as its available, otherwise you will need to dodge the wave or heal through it. Group coordination is key here and it’s best to assign pillars before the fight begins.

Interesting Loot

  • M3Sun Lord’s Set – Light armour with Grit Ward and Refreshing, upgradeable.
  • M3 – The Pharaoh’s weapon set for skins – split stat Con/Weapon scaling attribute, Keen/Desperate Prayer, Weapon Ability Perk.
  • Legate’s Amulet – Health, Shirking DoT Cleanse + Random perk and attribute.
  • Legate’s Ring – Keen Awareness, Enfeebling + Random perk and attribute.
  • Legate’s Earring – Refreshing Toast, Nimble + Random perk and attribute.

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