Intro
Hey everybody, ShoggothWhisper here. I had the privilege of beta testing this DLC over the last few weeks, and I wanted to share some build advice so people can plan out their builds. I really liked this DLC in general and all of the new content introduced, but it is some of the hardest content in the game by a wide margin, and if you stroll in unprepared you will be in for a wild ride. This guide is intended for Dominating difficulty, but the information inside is relevant for lower difficulties as well. Minor spoilers inside, so consider yourself warned.
How much damage should my build deal?
Think about the strongest common enemy in Expedition. Odds are, you think of the Strongman, right? Those guys have 670 hp on dominating and 70% mechanical resistance, so, not accounting for DT, you’ll need to deal ~2333 mechanical damage in order to kill one. Pretty tanky, right? Well, these new enemies are even more durable. The most common grunt has 720 hp, 40% mechanical resistance, a ~350 capacity shield, and usually has a silly little buff that grants a 40% reduction to all damage. He may or may not also have the conditioning feat, but even if he doesn’t you’ll still need to deal ~2350 mechanical damage to kill one. These guys also have 15% heat resistance, 35% energy resistance, and 50% bio resistance from their armor, so keep that in mind. They spawn in packs of 6 guys on Dominating, and if you don’t kill them fast enough additional reinforcements will arrive. The best damage types to use against them are Heat, Cold, Acid, and Electricity, so the best weapons to use against these guys are Hammers, Chem Pistols, Grenade Launchers, LMGs, Miniguns, and TC/MT psionics.
How do I defend against these new enemies?
The new enemies primarily use firearms, energy pistols, and grenades, and offensively could be considered stronger and more interesting versions of the Muties at the Waterway dungeon. The silly little buff that grants 40% damage reduction also grants a 40% increase to all combat skills and a 40% reduction to weapon AP cost, so these goofballs hit harder, better, faster, and stronger than anything else you’ve faced thus far. They are also incredibly fast, having what feels like a base 30MP and the sprint feat, so you can’t really hide behind cover to protect yourself. On top of all that, they have 26 initiative, which is only 3 less than Carnifex. I recommend a Sturdy Kevlar Tac Vest with a super steel sheet, or Sturdy TiChrome/Super Steel metal armor if you can meet the Str requirement. If you don’t have high evasion, I also recommend blast tabis and a blast balaclava since the grenade launcher enemies are extremely dangerous. I don’t recommend going over 50% armor penalty, since there are some TC enemies that can cook you with the classic MB+ Bilocation combo.
Conclusion
This DLC will push you to your absolute limits when it comes to building and crafting. It’s recommended that you start this DLC at level 20, but I actually recommend you wait until level 26 and have all of your best gear crafted/obtained. There's a new encounter that’s harder than the Quad Nagas fight, and a secret version of that fight that’s even harder. I’ve only seen people beat the normal version with Stasis abuse, and as far as I’m aware nobody in the beta test was able to beat the secret version. Best of luck to everyone in the new DLC, I can’t wait to see what builds people cook up with the new content.