Savage and Starstone, Nature and Void
- Mutation Rotation
- Landi
- November 14, 2023
- 0
- 269
Well, I guess the RNG gods are giving me another chance to get the Blooddrinker. Commiserations to those who got it during one of the previous two mutations of Starstone this season. For you, this week might be about avoiding the Eternal Barrows and collecting the named items that drop in the Overgrown Savage Divide.
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
- Opals in Armour (elemental protection)
- Beast Ward potion
- Beast Coating
- Thrust damage – Spear, Rapier, Bow, Blunderbuss, Musket
General buffs
- Honing Stone
- Attribute bonus food
- Topaz gypsum attunement potion
Mutation specific
- Nature protection amulet
- Amber in armour
- Desert sunrise
- Nature Absorption potion
Artifact: None
The Savage Divide is a beast-filled warren of caves, which is very easy to get confused in. Beasts have no specific elemental weakness, so feel free to use any gems your like in your weapons. Watch our for hard-hitting chameleons and annoying gorillas throwing their stuff at you. If you’re curious, you may want to see whether you can lure the mammoth Madhu down the Vast Chasm to help you find a secret.
Both boss fights focus around a range of elemental damage types, so your best bet is to keep at least some Opals in your Armour and use a Protection amulet and mutation-specific gems in your jewelry.
Mutation: Overgrown
Overgrown means those mobs are going to be healing one another, which really should be a privilege exclusive to us. Compost mobs drop a healing circle that works like a Sacred Ground for them and looks a bit like one too. This is one of the rare times that disease perks are useful in PVE, so pull out your Hatchet with Infected Throw, or slot a weapon with Plagued Strikes or Plagued Crits. Your Bile Bomb heartrune will also spread disease around, so vomit away to your heart’s content.
Toxic mobs spawn THE most annoyingly friendly little green blob that follows you around, does damage over time that increases at the higher mutations, and casts an area root. We just love not being able to move and getting damaged at the same time! Best bet is to try and stay out of its way. If you get stuck, it might be worth it to have Nature Absorption potions slotted and chug one down. Arboreal enemies are dealing 50% of damage as Nature, and Bramble enemies deal 20-40% base damage as Nature, so Amber slotted in your gear will protect you.
At M1 level, everything is a bit easier, so you will be fine with Opals rather than Ambers, and may not need to use Ward potions or Coatings.
M2 - Oppressive
Once we reach M2, we start seeing Mage Hunters, who drain mana when hit, so healers need to make sure their mana potions are slotted. Suppressor enemies cast a silence zone in which no abilities can be used, but at least it doesn’t have the explosion at the end.
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!
General buffs
- Honing Stone
- Attribute bonus food
- Topaz gypsum attunement potion
Mutation specific
- Void protection amulet
- Amethyst in armour
- Desert sunrise
- Void Absorption potion
Artifact: Blooddrinker Ring
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 potions.
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 potions 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.
Mutation: Eternal
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 Amethysts. Paranoia 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 - 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 Eternal Barrows 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.