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Laz, Gen, and Barneys; Ice, Void, and Fire

 Laz, Gen, and Barneys; Ice, Void, and Fire

My final hope for a logical mutation cycle crumbled this week with the repeat of Genesis, instead of the appearance of Savage Divide. While it’s good to see Lazarus and Barnacles come around in a reasonable timeframe, it is disappointing to see that, once again, AGS fail to understand and respond to the needs of players for trust and security.

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: Spark of Mjölnir War Hammer

It’s The Lazurus Instrumentality week, everyone’s favorite place to be. As always, Ancient enemies require ancient solutions and this means Hammers! Crush those bones down, but don’t forget the utility of your secondary weapons. Every good mutation team benefits from a Spear with Perforate and a Great Axe with Grav Well to keep things running smoothly. Or any other way you can think of to weaken those enemies and buff up your friends.

You might want to consider Topaz for your weapons, as it converts some of your damage to Lightning, which is strong against Ancients, or you might choose to slot an Emerald for those large numbers in Chardis’ final down phase. Add an Ancient Coating, Infused if you can afford it, and a Honing stone to maximise damage. Chug down an Ancient Ward potion before getting started for some extra protection. Remember to eat an attribute food of your choice and take your Topaz if you need to collect some gypsum.

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 - 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 - Dessicated

The Curse of the Frozen Instrumentality is Desiccated, which is your basic dip and nae-nae. When a player gets an Ice 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 Ice 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

General buffs

Mutation specific

Artifact: Freya’s Francisca Hatchet

The Garden of Genesis is one of the classic expeditions, having been in the game since release and very popular as a place to raise your item expertise. It’s the only Angry Earth dungeon and can be run pretty fast, although there are a couple of sticky spots that can slow groups down. The worst of these is Alluvium Marl, the Caretaker, who guards his Greenhouse in the middle of the dungeon. He can be seen terrifying those facing him. Our advice for this boss is to just kill him, and do it fast.

Mutation: Eternal

It’s all purple in Genny 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 - 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!

Expedition specific

General buffs

Mutation specific

Artifact: Void Darkplate Heavy Chest

Arrrrrr me hearties, let’s get Lost and Angry. Barnacles and Black Powder is mostly full of Lost enemies like pirates and ghosties, but features a couple of angry ole tentacles and a final boss having an identity crisis. The Lost are particularly weak to Nature damage, so consider putting an Amber in your weapon. Hammers and Ice Gauntlets have a slight advantage but feel free to make use of the features of your favourite weapon if you prefer. As always, attribute food and honing stones keep you at your best.

The last boss in Barney’s is so annoying, she deserves a mention of her own. While she does move to a predictable pattern, her attacks become quite frenetic and she closes in the arena dramatically, leaving very little wiggle room toward the end of the fight. Legend has it that despite looking very similar to her Lost sister the Siren Queen, Nereid is of the Angry Earth with modified Lost weaknesses. Instead of the regular 30% Nature, 15% Ice, 10% Strike, she is weak to 30% Ice and 20% Strike only. So use some Angry Earth ward and coatings, but while it might be worth swapping to an ice weapon, don’t be fooled into thinking your slash weapon would be any stronger than it already is.

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 - 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 - Frenzied

The real trouble starts when things get Frenzied. At M3, players begin being penalised for dodging, by acquiring a stack of Unstable that does 1.5% of max health as [MUTATION TYPE] damage per second for 10 seconds and cannot be cleansed. You can get up to three of these stacks, and when you do it drops a 3m radius zone that does 10% of max health per second for 15 seconds – ouch, that’s 150% of your health if you just stand there! If you enter this zone with stacks of Unstable, it will consume them and do 30% of max HP. So, it’s really important to manage your stacks and move away from the group if you can’t avoid dropping a puddle. Don’t poop on the group.

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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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