This week's mutation is hazardous Hellfire
“Tarn at last, Tarn at last, thank God almighty we have Tarn at last”. The mutations have finally rotated around to Glacial Tarn, which I’m sure many people will be happy about. It’s also time for server merges this week, so those who are lucky enough to get some new friends will have more people to play with. Forge is going to be nice synergy with the Fire mutation, and Fiendish isn’t an awful Curse. Perhaps we’ll get some mutations done this week.
Contents
Mutation
- Ignited – 50% of all enemy damage is Fire.
- Fiery – Burn is applied on hit – M1: 4% Fire damage over time, M2 & M3: 8% Fire damage over time.
- Enflamed – Enemies with this title cast a Burn zone that deals Fire damage over time. M1: 20%, M2 & M3: 40%.
- Explosive – Enemies with this title explode on death, dealing 70% Fire damage.
Promotion
- Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
- Phalanx – Enemies cast a shield that blocks ranged attacks.
Curse
- Weary – Periodically applies Weary to players, slowing movement by 30% and increasing incoming damage by 20%. Can be delayed by using abilities.
- Blood Offering – Using abilities applies a stack of Offering, 4.5% max health Fire damage over time, up to a max of 3 stacks. While under the effect of Offering, the player has 25% life steal.
Consumables
- Flame Protection Amulet
- Rubies in Armor/Jewelry
- Desert Sunrise
- Fire Absorption Potion
- Honing Stone
- Attribute bonus food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Flame Protection Amulet
- M3 – Swap most of your Opals for Rubies
- Enchanted Ward – Aim for 4 or 5 pieces with this perk
- For more detailed advice on gear, check out our Gear Guide.
Dodge Explosions
Explosive enemies go boom! Not only does this do a big chunk of damage but it also throws you around, even off the edge of the dungeon, if you’re close. Look for the title and be ready to dodge or get out of the way.
The floor is lava
The Burn zone from Enflamed enemies can get pretty hot, so make sure you’re stacking on, and staying in, the heals. Leaving and returning to this space may cause an (unintended?) double stack of burn, so either stay with the clump or stay out of the fire.
M2 - Melee and chunder
There’s a penalty for using ranged attacks once again, with Phalanx enemies putting up a deflecting shield, so make sure you have at least one melee weapon. Vampiric slows down the time to kill on mobs that have it, so slotting your Bile Bomb Heartrune can help.
M3 - To Ability or not to Ability
While Weary is (apparently) delayed by using abilities, they trigger Blood Offering. As long as you are doing damage, the life leech from Blood Offering should be enough to offset the Dot (if your Con is not too high, since it’s a percentage of max health). This curse is particularly challenging when swapping protection for a boss fight, since it still applies mutation type damage. If you’re hurting too much, consider sticking to basic light and heavy attacks rather than abilities.
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.
Consumables
- Topaz gem Lightning damage*
- Ancient Ward potion | Human Ward potion – 10% damage absorption
- Ancient Coating | Human Coating – 15% bonus damage
- Ancients Combat Trophy | Human Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – Hammer, Void damage – Void Gauntlet | Slash damage – Sword, Greatsword, Hatchet, Great Axe
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.
- 30% Fire, 30% Lightning, 15% Strike – Ancient Sanctifier, Ancient Elemental Archer
- 30% Nature, 15% Ice, 10% Strike – Protector of the Ancient Spring
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.
Barnacles and Black Powder
Enemy Type: Lost
Weaknesses: 30% Nature 15% Ice 10% Strike
Consumables
- Amber gem Nature damage*
- Lost Ward potion (Angry Earth Ward for Nereid) – 10% damage absorption
- Lost Coating (Angry Earth for Nereid) – 15% bonus damage
- Lost Combat Trophy (Angry Earth for Nereid) – 3/4/5% bonus damage x3
- Nature/Strike/Ice damage – Life Staff, War Hammer, Flail, Ice Gauntlet
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: Void Darkplate Heavy Chestwear
Dropped by Nereid.
Strategy and tips
This is a very pirate-y expedition, with lots of explosions and gunshots. Watch out for bombers – you can root them and run, or if you’re clever you can lead them to their friends and use them as a weapon. To beat the mutation timer, players generally tend to skip past mobs and group them up. Be aware of ghosts and try to kill them rather than skipping, since they cast spells that slow you down.
Main Damage Type: Fire
The Admiral is a huge pirate with interesting feet and some really big balls. The fight seems deceptively simple at first, with everyone beating on him. He throws explosives, and if you see a red circle on the floor, you’re going to take some fire damage.
At about 75% health, he jumps up onto the ship at the back of the arena so you can’t hit him. He’ll usually spawn a group of minions at the same time. The Admiral throws down kegs and cannon balls, and lines of fire appear on the floor. The kegs drop a radius of black powder which causes a Fire DoT. You can pick up the cannon balls, load them into the two cannons at the side of the arena and use them to shoot Admiral Blackpower. After three shots, he will come back to the fight.
This happens again at 50% life and about 25%, with more fire lines each time, which you can just dodge through. At the end of the fight, after you pick up your bag, Admiral Blackpowder has one last explosive surprise.
Main Damage Type: Nature
Nereid is an interesting boss. First of all, she is Angry Earth, not Lost, so you’ll want to change your wards and coatings. She also has different Weaknesses to either regular Angry Earth or Lost – 30% Ice, 20% Strike.
Her attacks do a range of physical damage types, and she uses a Lightning spear, but the most troublesome part of this fight is the wind, which does Nature damage and pushes you around. So we recommend using some Nature protection to help out if you get stuck, and just avoiding the rest.
Nereid will fight in the centre of the arena and periodically spin along the cross pattern on the floor. It’s usually safest to stand on a diagonal, but be ready to move if she comes your way. There is a predictable pattern to her movement that you can learn. When Nereid moves to the centre of the arena and raises her staff, stand back and make sure you are on the diagonal. Gusts of wind will shoot out along the lines of the cross.
It’s possible to play this fight as ranged, from the edge of the room, as long as you keep an eye out for the tornados that circle the arena. Toward the end, there is a lot of wind and lightning (it’s very very frightening), so be careful of your positioning.
Interesting Loot
- M3 – Siren’s Set – Medium armour with Health and Elemental Aversion, upgradeable.
- M3 – Admiral’s Set – Light armour with Ice Harnessing and Elemental Aversion, upgradeable.
- M3 – Pirated weapon set for skins – split stat Con/Weapon scaling attribute, Rogue/Keen Speed/Desperate Prayer, Weapon Ability Perk.
- Waterlogged Amulet – Health, Refreshing + Random perk and attribute.
- Waterlogged Ring – Keen Awareness, Leeching + Random perk and attribute.
- Waterlogged Earring – Refreshing Toast, Fortifying Toast + Random perk and attribute.
Empyrean Forge
Enemy Type: Human
Weaknesses: 15% Slash
Consumables
- Human Ward potion – 10% damage absorption
- Human Coating – 15% bonus damage
- Human Combat Trophy – 3/4/5% bonus damage x3
- Slash damage – Sword, Greatsword, Hatchet, Great Axe
Artifact: Dorgort's Blade Rapier
Dropped by Ifrit.
- +38 Magnify (selectable attribute)
- Lava Tip: Heavy melee attacks on both weapons cause 10% burning for 6s (Max 3 stacks).
- Empty Socket: Attach a gem to add its effect.
- Trenchant Strikes: Heavy melee attacks deal +23% damage.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Artifact: Inferno Fire Staff
Dropped by Commander Marius.
- +38 Magnify (selectable attribute)
- Inner Power: If your strength attribute is higher, replace your base weapon scaling with strength. +15% damage when you hit a target within 15m.
- Empty Socket: Attach a gem to add its effect.
- Keenly Empowered: Gain 10% Empower for 5s on critical hit (10s cooldown).
- Vicious: +7% critical damage.
- Cannot add Gem Setting Pin
Strategy and tips
The main thing you should know about the Empyrean Forge is that you need to have your music turned on. The soundtrack for this expedition is so perfectly tuned to the environment that it would be a crime to miss it. The Forge is also the first expedition to drop two artifacts, one from each boss.
As you might guess from the name, Empyrean Forge is full of Fire damage, so it might be worth slotting your extra resistances in Fire. As well as the human Varangians, there are a few Lost enemies, but not enough to justify changing up consumables. Common pitfalls include falling in lava and getting crushed by giant pistons, so watch your step.
There is a puzzle to solve in the first section of the expedition and near the end. If you only stand on the trigger plate once, the code will be the same for both versions of the puzzle. This means you can make the second puzzle room much easier. Take the upper path and preload the sequence except for the last turn. Then send someone down to stand on the plate, and do the final rotation. This will stop the ghost spawns and make the Blunderbuss Mini Boss fight much easier.
Main Damage Type: Fire
Ifrit was originally going to be Lost but was then changed to Human due to feedback from the player community. He has unique weaknesses – 30% Arcane and 20% Ice so a weapon with a Sapphire in it, or an Ice Gauntlet may be helpful here.
The first time you fight Ifrit the myriad fire attacks feel chaotic but once you get to know them, the mechanics of this fight are predictable and easy to manage. Ifrit does not move from the centre of the arena, except to bend forward and bop someone if they get aggro from a distance.
Positioning is important in this fight, and no-one should be at the far edges of the room, so they don’t get caught in the Flamethrower. The tank should stand to one side of Ifrit, allowing the party to see the SE wall so they know when Fire Discs are emerging.
- Fire Discs: multiple discs of fire shoot out from the SE end of the arena. You can dodge these or even lie down beneath them if you’re nimble.
- Fire Balls: a large yellow sigil will appear on the floor at your feet indicating the imminent arrival of a fireball from the sky so that you can move out of the way. The impact will leave a crater of lava that does fire damage if you stand in it.
- Slam: a cross of fire will appear on the floor beneath Ifrit, indicating that he is about to slam four ways. Just stand on the diagonal to avoid it.
- Flamethrower: Fire walk with me. Ifrit will extend 2 beams of flame that extend to the edges of the room, in front and behind and then rotate anti-clockwise. You need to follow the flamethrower’s rotation to avoid being hit by it. The further away from the centre you are, the faster you have to run, so it’s important to be closer to the middle of the arena. This will be repeated and then followed by a double flamethrower, with 4 beams extending in a cross. By this time, the floor will most likely be covered in lava pools. While you should avoid as much fire as you can, if you have the choice between the flamethrower and a lava pool, walk in lava.
Main Damage Type: Fire
This is another trial by fire and you should swap into a Flame Protection amulet before stepping into the arena. First of all, make sure you touch the respawn crystal just outside the door, as this fight can go south quite easily and you don’t want to have to do the long run of shame.
The arena is quite small and has three raised platforms, with short corridors extending from the main central space at the lower level. You will need to keep moving but remain aware of the different spaces and how you can use them to your advantage. The fight goes more smoothly if you have a tank who will maintain a position instead of chasing Marius around, but either way, everyone needs to keep on their toes during this fight.
- Bungie Boss: periodically, Marius will spin away from the tank toward a DPS and then spin back. This is a dance move and not loss of aggro, so there is no need to freak out. Just dodge, whether you are the target or not, as he will spit firey sparks during the spin that cause a Fire DoT.
- Execute: Marius will do a large melee smack down with his Greataxe. You can’t block this but you can just step to the side and avoid it. Melee DPS need to be careful of their positioning.
- Volcanos: (or Pimples, as we call them) – Eruptions of fire will emerge from the floor throughout the arena, particularly under the feet of players. Move to avoid a nasty Fire DoT.
- Floor is Lava: Marius will go to the centre of the room the first time this happens, and raise his flaming axe slowly into the air. The lower section of the floor will fill with lava, leaving only the three platforms as safe zones. With enough fire resistance, this is not too much of a problem.
- Magmaballs: At around 50% health, Marius will start dropping his large, hot balls. This will start on the SE platform (to the right of the entrance) and continue to each platform in an anti-clockwise rotation. A large fire ring will appear on the floor to show you a ball is about to drop, then it will roll to the opposite wall. Each corner of the short corridors, just outside the ball drop radius, is a safe zone where the balls cannot hit you. At about 25% health, 2 balls will drop at once, so be very careful about where you are standing.
Interesting Loot
- M3 – Fire Lord’s Set – Heavy armour with Fire Harnessing and Enchanted Ward, upgradeable.
- M3 – Molten weapon set for skins – split stat Con/Weapon scaling attribute, Desperate Empower/Savior, Weapon Ability Perk.
- Molten Amulet – Health, Alacrity + Random perk and attribute.
- Molten Ring – Sacred, Refreshing + Random perk and attribute.
- Molten Earring – Refreshing Toast, Purifying Toast + Random perk and attribute.