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Tarn and Star, Nature and Fire

 Tarn and Star, Nature and Fire

It’s been a busy day for New World, with a sneak peak at 2024, and a new update changing end-game crafting among other things. But for those who are still on the artifact hunt or chasing certain gear, it’s Starstone and the Glacial Tarn this week. You’ll have another chance to collect the now-unbugged Frigid Dawn armour, and the new Ice Gauntlet artifact, plus tick those Season Pass boxes.

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

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: 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 - 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 - Fiendish

The first of our M3 curses is Weary, which slows down player movement as well as increasing damage taken by 20%. This is on a timer and while you’re meant to be able to delay it by using abilities, it’s been glitchy in game so don’t rely on that.

The other curse is Blood Offering. Using abilities causes a 4.5% Nature DoT, which can stack up to 3 times, however while under the influence of Offering players also get a 25% life leech. So as long as you’re doing damage, this curse has little effect. The main person it impacts is the healer, so they may need to focus on healing themselves. Drinking some Desert Sunrise before you start the expedition should help reduce the effect.

Expedition specific

General buffs

Mutation specific

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: 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 - 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. 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!

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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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