This week's mutation is organically Overgrown.

As the New World community reels from the news that AGS plans to eliminate the AP Southeast and SA East regions by merging us into US West, it hardly seemed important to post the mutations this week. But, life goes on for many and after a bit of a nudge on discord, this week’s rotation is up. Barney’s might be a good shot this week, with some synergy between the gusting winds and the Nature mutation, plus any new tanks will have the opportunity to pick up the coveted chest artifact.

If you’re at all concerned about the region merges and what that will mean for the culture and community of our servers, please head over to the official discord and say your piece. The magnificant Gma of Invasions R Us fame is hosting two group photoshoots tomorrow night, one on Cerberus and the other on Delos. Details below:

Save AP Southeast Photoshoot

  • Wednesday 23rd July
  • 8:30 AEST – Cerberus group photo at Wikala Al-Waha
  • 9:30 AEST – Delos group photo at Wikala Al-Waha

 

There will also be a shoot for new players in Windsward. We look forward to seeing you there.

Contents

Mutation

Overgrown
  • Arboreal – 50% of all enemy damage is Nature.
  • Bramble – Attacks cause damage on hit – M1: 20% Nature damage, M2 & M3: 40% Nature damage.
  • Compost – Enemies with this title drop a healing circle on death, healing enemies for 3% per second.
  • Toxic – Enemies with this title drop a poison spawn that deals Nature damage over time and seeks out the furthest player to cast root on them. M1: 20% Nature DoT, M2 & M3: 40% Nature DoT.

Promotion

Indomitable
  • Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
  • Phalanx – Enemies cast a shield that blocks ranged attacks.

Curse

Desiccated
  • Combustible – Selects the player with the lowest percent health and surrounds them with a Nature aura. When the aura expires, nearby players receive Nature damage of 50% max health.
  • Shrivelled – All players except the one with the Nature aura get a Shrivelled Weaken debuff, reducing damage and healing by 50%. Stepping into the Nature aura cleanses the debuff.

Consumables

Gearing up

  • M1Opals in your armor is fine
  • M2 – Add the Nature Protection Amulet
  • M3 – Swap most of your Opals for Ambers
  • Enchanted Ward – Aim for 4 or 5 pieces with this perk
  • For more detailed advice on gear, check out our Gear Guide.

Get out of the Compost

If a Compost mob drops while you are still fighting, the tank should reposition to get the mobs out of the compost healing circle. You can also use the Bile Bomb Heartrune, Plagued Strikes, or other disease to reduce the effectiveness of the healing. 

Don't get caught

Toxic poison spawn will chase down the furthest player, so if you’re outside the clump playing range, keep moving. You can easily outmanoeuvre the little fella but watch out if you get caught as it’ll hold you down and DoT you to death. Perks like Relentless Freedom, Berserking Purge, or the 300 Dex milestone perk can help you escape if you get stuck.

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 - Dip and Nae Nae

Desiccated is the easiest to manage of all the curses. If you get the Nature aura around you, be sure to dip all your teammates to remove their Shrivelled debuff. Then quickly move (or “Nae Nae”) away, so you don’t spike them with the chain Nature.

Tempest's Heart

Enemy Type: Corrupted

Weaknesses: 30% Arcane 20% Thrust 15% Nature

Tempest's Heart weapons and consumables

Consumables

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: Magnetic Gauntlets

Dropped by Isabella.

  • +32 Magnify (selectable attribute)
  • Magnetic: Crit chance increased by 50%, but crit damage reduced by up to 30%.
  • Empty Socket: Attach a gem to add its effect.
  • Refreshing: Reduce max cooldowns by 4%.
  • Physical Aversion: Receive 4.5% less damage from ranged, physical attacks.

Strategy and tips

The Tempest is a long dungeon, so players often like to run from one gate to another and fight whatever follows, when it catches up. This can be a little overwhelming for newer players, or in higher mutations. There are lots of resources to gather, and some of the mini-boss fights are quite challenging, especially Ekheke, the spriggan. DPS should clear the 2 musket enemies while the tank moves Ekheke either on or next to the stairs, to try and reduce his movement. You’ll also meet Isabella a few times. When she has her acolytes with her, make sure you kill them to reduce her power. 

Main Damage Type: Void

Neishatun’s arena looks like it’s filled with fire but it actually does Void damage. Another of Aeternum’s snake-like bosses, Neishatun will slither away multiple times, leaving you with an arena full of fiery circles. Zoom your camera right out and look for a gap, because if you get caught in the fire when it pulses, you’ll get a Void DoT that can’t be cleansed until the fight is over. Trash mobs appear during this phase, and you can usually tell where a clear spot will be next by watching where they spawn.

Other moves to look for include a symbol above your head that means Neishatun is going to shoot at you – just move to the side to avoid it. An orb can also appear in the middle of the arena, which you need to destroy before it explodes and gives everyone a Void DoT. For those up close, be careful of the Tail Slam, Tail Swipe, Charge, and Charge Tail Whip, which all do Strike damage.

Main Damage Type: Void

At the end of this expedition, you can finally fight Isabella to the death – yours or hers. The shape of this boss arena is like a triangle, with 3 clearings on the corners. The space in the middle and on the edges is filled with a murky corrupted liquid that we call the spaghetti. Do not stand in the spaghetti, it does a fast DoT and will kill you quickly.

Isabella has really grown into her wings for this fight and uses them as a weapon, as well as to swoop down on players throughout the arena. If you get a symbol above your head, it means she is going to swoop you, so be ready to duck, dive, and roll. She also sends out tendrils of corruption along the ground, that cause a slow and DoT. You can avoid them by moving toward and to the side, but it’s difficult. Corruption Tinctures can help in here. Another attack is a wide slash of corruption that moves quite slowly and can be dodged forward into.

At about 40% health, she will put up a corrupted tower on one of the clearings. If you’re killing her quickly, you can just avoid this by fighting on another clearing. If it’s taking a bit longer, you can destroy the tower by pressing E. Beware of meteors – you can see if one is about to drop by a red circle outline on the ground. If the circle overlaps where you are standing, step out of the way and then resume destroying the tower.

Once Isabella is dead, you need to go to where she lands and use your Azoth Staff to make sure she stays dead. Otherwise, the fight starts over.

Interesting Loot

  • M3Isabella’s Set – Light armour with Enchanted Ward and Void Harnessing, upgradeable.
  • M3 – Befouled weapon set for skins – split stat Con/Weapon scaling attribute, Refreshing Move, Weapon Ability Perk.
  • Myrkgard’s Amulet – Health, Empowered + Random perk and attribute.
  • Myrkgard’s Ring – Hearty, Crippling + Random perk and attribute.
  • Myrkgard’s Earring – Refreshing Toast, Healthy Toast + Random perk and attribute.

Barnacles and Black Powder

Enemy Type: Lost

Weaknesses: 30% Nature 15% Ice 10% Strike

barnacales and black powder consumables and weapons

Consumables

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.

  • +32 Magnify (selectable attribute)
  • Dark Reinforced: Your armor is increased by 20%.
  • Empty Socket: Attach a gem to add its effect.
  • Enchanted Ward: -4% damage from light and heavy attacks.
  • Physical Aversion: Receive 4.5% less damage from ranged, physical attacks.

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

  • M3Siren’s Set – Medium armour with Health and Elemental Aversion, upgradeable.
  • M3Admiral’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.

Savage Divide

Enemy Type: Beast

Weaknesses: 20% Thrust

Savage Divide

Consumables

Artifact: Endless Thirst Earring

Dropped by Mahantaram.

  • +32 Magnify (selectable attribute)
  • The Thirst: Healing consumables are 33% stronger, but Survival and Mana Potion cooldowns are 25% longer.
  • Empty Socket: Attach a gem to add its effect.
  • Empowering Toast: On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
  • Fortifying Toast: On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Strategy and tips

Even after running it a few times, it’s still easy to get lost in the Savage Divide. The pathways look very similar and there are repeated mechanics throughout. To open doors, someone will need to pick up a ball and place it on the pedestal beside the door. If they get hit, the ball will usually reset. Fun fact about Savage Divide, it has two gypsum nodes that yield a gypsum orb each – keep your eyes out for them!

As well as the standard Thrust damage weakness that Beasts have, elemental enemies in the Savage Divide are weak to their opposing element. So Ice Mammoths and Ice Hurlers have a 15% Fire weakness, Nature beasts have a 15% Lightning weakness and Lightning beasts have a 15% Nature weakness. Plants, such as the Razor Lotus, are Angry Earth rather than Beast.

Main Damage Type: Elemental

Both boss fights in Savage Divide employ all the elements, to keep you on your toes. Kurok is a large gorilla, with no weaknesses. His arena has four shrines, for the elements Fire, Ice, Lightning and Nature. When he leaps to a shrine, he will activate it, and an AoE attack of that element will periodically spawn at the shrine and move around the room. After the element has been up for a short time, the shrine becomes active and a player can interact with it to become an antidote for that damage type. They will have a small elemental disc at their feet and when they stand on the AoE attack zone, it neutralises it.

After a player has activated the antidote, Kurok will move to a different elemental shrine and start that one, requiring another player to get the antidote disc and clean up any AoE damage zones. Groups will often hold off activating the antidote to minimise the amount of different elements spawning, especially if the first shrine is Nature. While an element is not being neutralised, Kurok will build stacks of that element. At 10 stacks, he does an AoE attack, which you can dodge if you’re watching. For the last 10% of his health, he does Void damage and builds Void stacks. This is the most dangerous part of the fight and someone often goes down.

If you see a red target appear above your head during the fight, Kurok is about to throw something at you, so be ready to dodge.

Main Damage Type: Elemental

Mahantaram is a mammoth who spawns various elemental conduits while he tramples all who dare enter his cave. Like Kurok, he has no weaknesses and commands all elements. It is important that the DPS destroy the conduits as quickly as possible before returning to damage the boss. The tank can maintain aggro and move Mahantaram around the room to keep out of elemental damage zones.

If you see a red target appear above your head during the fight, Mahantaram is about to charge at you, so be ready to dodge.

Interesting Loot

  • M3 – Primal weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Empowered/Blessed, Weapon Ability Perk.
  • Primal Amulet – Strength, Health, Empowered + Random perk.
  • Primal Ring – Dexterity, Crippling, Hearty + Random perk.
  • Primal Earring – Intelligence, Refreshing Toast, Healing Heart + Random perk.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.