This mission is mostly more of the same annoying desert enemies we've been fighting. But now it is the time to take revenge with our improved skill selection.
As much as I'd love to try minion masters, there are a ton of corpseless enemies here. A necro who has some free points might bring bone minions along anyway for energy management and extra distraction. Flesh Golem is obviously sturdier but you need to justify the death investment.
So far our team has been casters and semi-rangers, and I'd love if we could get an actual frontliner on the team, using an energy-management elite to spam attack skills along with some defensive-skill. They can aggro the initial hate if not keep everyone solidly on themselves. This along with weakness spam on a necro should make the melee opponents manageable.
One big nusiance is the archers. There's an entire facet packed with nothing but them, and we get stuck on a slow effect making running away a non-option. In the chaos facet, there are also similar spiders which will shatter all our protective enchantments. We could try to (again) coordinate some special pulling shenanigans with getting people to use wands,
not pets, and hiding behind walls while a stance tank gets their attention... but wouldn't 3 copies of Shields Up! be so much easier? That should also take care of glint's typical attack damage too. With the heavy tactics investment we can probably pile one or two Watch Yourself! in there. (And if we *do* want a tank, Gladiator's Defense is sure to be hilarious...) Spiteful spirit is also a powerful way to cut through these guys with their bunching-up habits.
Another issue is the knockdown room. For normal teams, it's just a nusiance, but for nudists, 3 seconds without heals/prots could be death. Let's just bring Ward of Stability and be done with it.
Then there's the elemental facet. Aside from the usual dual-earthquake madness spikes from the arcanists, we also have shock/aftershock golems who sting in normal play and could absolutely devestate low-armor targets. Ward of Stability is again helpful here, but we also need additonal protection, whether in the form of timely interrupts/daze or perhaps Shelter. We shouldn't have to face more than two arcanists at a time if we are careful with pulling anyway.
The necro room will have us down to a mere one pip of energy. We need a blood ritual for emergines just for this room if no-where else.
Finally there's the question of Glint. We aren't obligated to do the bonus, but there's a special point of pride in this bonus over the others. Not to mention failing it still lets us complete the mission. The only thing to watch for is we don't over-build against it and make the rest of the mission too difficult. We'd need to fit in two copies of inspired hex, something that interrupts non-spell skills to catch hibernation, and either limit our physical attacks or have wild blow handy. We have made a joke of her before with ebon dust blinding and spirit shackles, but this may be harder to achieve given our energy limitations. (IE it can be done, but might screw our builds up too much.)