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Glacial Tarn and Forge, Ice and Void

 Glacial Tarn and Forge, Ice and Void

The new Season has begun, and along with it, we have a new expedition, the Glacial Tarn, which is appropriately mutated as Icebound straight up. In fact, we have a beautiful dichotomy with our Fire and Ice dungeons this week, only slightly marred by the fact that the Forge is a Void mutation. Have fun completing Season 4 objectives and chasing the new Ice Gauntlet artifact!

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

General buffs

Mutation specific

Artifact: Deep Freeze Ice Gauntlet

The Glacial Tarn is a frozen stronghold in the North-eastern corner of Great Cleave. It is connected to the Empyrean Forge and has a nice little deviation into Marius’ chamber. The first part of the expedition is Ancient, then you swap to Human, so in higher mutations you’ll be spending a bit on ward potions and coatings. Remember to get the fire buffs through the caverns so that you can do more damage to your frozen foes. Beware tricks and traps.

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 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.

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 - 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 - 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, 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

Mutation specific

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: Eternal

It’s all purple in the Forge 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 M1 level, everything is a bit easier, so you will be fine with Opals rather than Amethysts, and may not need to use Ward potions or Coatings.

M2 - Indomitable

When we get to M2, 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.

M3 - Dessicated

The Curse of the Eternal Forge is Desiccated, which is your basic dip and nae-nae. When a player gets a Void 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 Void 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.

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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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