Golbin Raid/Guide: Difference between revisions

Review entire guide, amending for formatting/errors/wording in various places throughout
m (→‎Warnings: Add the Enter PSA. Don't hold it before the choice.)
(Review entire guide, amending for formatting/errors/wording in various places throughout)
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* Rewards from [[Golbin Raid]] have no impact on the completion log, except the {{PetIcon|Golden Golbin}} pet.
* Rewards from [[Golbin Raid]] have no impact on the completion log, except the {{PetIcon|Golden Golbin}} pet.
* The only exclusive rewards outside of the Golbin Raid itself are the two unique pets ({{PetIcon|Preston the Platypus|Preston}} and {{PetIcon|Jerry the Giraffe|Jerry}}), and a {{ItemIcon|Yellow Party Hat}} which are [[Unlisted Items|unlisted]] in the completion log, but will be added if unlocked.
* The only exclusive rewards outside of the Golbin Raid itself are the two unique pets ({{PetIcon|Preston the Platypus|Preston}} and {{PetIcon|Jerry the Giraffe|Jerry}}), and a {{ItemIcon|Yellow Party Hat}} which are [[Unlisted Items|unlisted]] in the completion log, but will be added if unlocked.
* All limited purchase [[Golbin_Raid#Shop|upgrades]] will cost a total of {{RC|1145000}}. This amount can be gathered by finishing wave 280 once, or by repeatedly doing shorter runs.
* Infinite raid coins through skipping to a point where you earn more coins than you spend is possible. This can be achieved through the maximum Reduce Wave Skip Cost (at 50% reduction), {{RC|6138000}}, and skipping past wave 495.


All limited purchase [[Golbin_Raid#Shop|upgrades]] will totally cost 1,145,000 [[Golbin_Raid#Raid_Coins|raid coins]]. This can be done by finishing wave 280 once, or by repeatedly do shorter runs.
=== Shop Upgrades ===
 
The upgrades below are presented in rough order of importance, with the most important appearing first.
Infinite raid coins through skipping to a point where you earn more coins than you spend is possible. This can be achieved through a maxed out  Reduce Wave Skip Cost (thus 50% price reduction), 6,138,000 [[Golbin_Raid#Raid_Coins|raid coins]], and skipping past wave 495.
 
 
=== Shop Upgrades (in rough order of importance) ===
{| class="wikitable"
{| class="wikitable"
| {{PetIcon|Golden Golbin|nolink=true|Reduce Wave Skip Cost}}. This is the most important upgrade to buy if you want to go infinite.
! Upgrade !! Notes !! Buy Limit
| Repeatable (50)
|-
|-
| {{PetIcon|Golden Golbin|nolink=true|Unlock [[Combat Passive Slot]]}} has the most potential benefit for combat, however it usually results in nothing due to the amount of useless items in the roll pool.
| {{PetIcon|Golden Golbin|nolink=true|Reduce Wave Skip Cost}}
| Unique
| This is the most important upgrade to buy if you want to obtain an infinite number of raid coins
| 50
|-
|-
| {{Skill|Prayer|nolink=true|Unlocking Prayer}} is a unique purchase.
| {{PetIcon|Golden Golbin|nolink=true|Unlock [[Combat Passive Slot]]}}
| Unique
| Has the most potential benefit for combat, however it usually provides little benefit due to the amount of useless items in the roll pool
| Once
|-
|-
| {{Skill|Prayer|nolink=true|Increase Prayer Level}}. Prayer can be used to kill late game boss golbins more reliably.
| {{Skill|Prayer|nolink=true|Unlocking Prayer}}
| Repeatable (99)
| A unique purchase which allows [[Prayer#Prayers|Prayers]] to be used
| Once
|-
| {{Skill|Prayer|nolink=true|Increase Prayer Level}}
| Prayer can be used to kill late game boss Golbins more reliably. Purchasing beyond {{SkillReq|Prayer|95}} currently has no benefit.
| 98
|-
|-
| {{Skill|Prayer|nolink=true|Increase Prayer Points gained per Wave Completion}}
| {{Skill|Prayer|nolink=true|Increase Prayer Points gained per Wave Completion}}
| Repeatable
|
| Unlimited
|-
|-
| {{Skill|Prayer|nolink=true|Increase Starting Prayer Points}}. Quite worse than above upgrade.
| {{Skill|Prayer|nolink=true|Increase Starting Prayer Points}}
| Repeatable
| Quite a bit worse than above upgrade
| Unlimited
|-
|-
| {{Skill|Magic|nolink=true|Rune Pouch}} and {{Skill|Ranged|nolink=true|Ammo Gatherer}} have % scaling and will remain useful to the late game. Could be useful for Prayer Scrolls and Wizard's Scrolls.
| {{Skill|Magic|nolink=true|Rune Pouch}}<br/>{{Skill|Ranged|nolink=true|Ammo Gatherer}}
| Repeatable
| Have % scaling and will remain useful to the late game. Could be useful for {{ItemIcon|Prayer Scroll|Prayer Scrolls}} and {{ItemIcon|Wizard's Scroll|Wizard's Scrolls}}
| Unlimited
|-
|-
| {{Skill|Hitpoints|nolink=true|Food Bonus}} is a solid boost to early game food, but has little scaling.
| {{Skill|Hitpoints|nolink=true|Food Bonus}}
| Repeatable
| Provides a solid boost to early game food, but has poor scaling so becomes less relevant later on
| Unlimited
|-
|-
| {{PetIcon|Preston the Platypus}} helps get BiS armour faster after finding a top-tier weapon.
| {{PetIcon|Preston the Platypus}}
| Unique
| Helps get best in slot armour faster after finding a top-tier weapon
| Once
|-
|-
| {{PetIcon|Jerry the Giraffe}} can reduce the restart spam due to removing reliance on luck in the first two waves. Unique purchase.
| {{PetIcon|Jerry the Giraffe}}
| Unique
| Can reduce the restart spam due to removing reliance on luck in the first two waves
| Once
|-
|-
| {{ItemIcon|Yellow Party Hat}} has no use in Golbin Raid.
| {{ItemIcon|Yellow Party Hat}}
| Repeatable
| Is purely cosmetic, and has no use in Golbin Raid.
| Unlimited
|}
|}


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Lifesteal is incredibly effective at keeping players above the auto-eat threshold with a top-tier special attack. It does not guarantee survival, though. With the same lifesteal%, flat damage special attacks will heal a smaller percentage of overall health at higher waves.  
Lifesteal is incredibly effective at keeping players above the auto-eat threshold with a top-tier special attack. It does not guarantee survival, though. With the same lifesteal%, flat damage special attacks will heal a smaller percentage of overall health at higher waves.  


Bosses are the red golbins at the end of every 10th wave. Like normal golbins, they may have a special effect that modifies their stats, potentially buffing their maximum hit. In the later waves, a boss with a style that the player is weak to and a +maximum hit modifier could '''kill you in a single hit'''.
Bosses are the red golbins at the end of every 10th wave. Like normal golbins, they may have a special effect that modifies their stats, potentially buffing their maximum hit. In the later waves, a boss with a style that the player is weak to and an increased maximum hit modifier could '''kill you in a single hit'''.


==Combat Awareness==
===Preparing for Bosses (Every 10th Wave)===
===Preparing for Bosses (Every 10th Wave)===
For difficult bosses, use your maximum damage spell, Surge II, and spam eat (be careful holding enter over clicking as you may automatically swap weapons after killing the boss). Possibly delay eating if still above the maximum hit threshold to maximise damage.
For difficult bosses, use your maximum damage spell, {{Icon|type=aurora|Surge II}}, and spam eat (be careful holding enter over clicking as you may automatically swap weapons after killing the boss). Possibly delay eating if still above the maximum hit threshold to maximise damage.
 
Also use {{Skill|Prayer}} on difficult bosses.


Around wave 240 the bosses become exceptionally tough. Turn on {{PrayerIcon|Stone Skin}} before the boss. Have the dodge prayer on for the style you are weak to ({{PrayerIcon|Protect from Ranged}} for magic users), but be ready to swap before the first boss attack if it is a different style.
{{Skill|Prayer}} is best used on difficult bosses. Around wave 240 the bosses become exceptionally tough. Turn on {{PrayerIcon|Stone Skin}} before the boss. Have the protection prayer on for the style you are weak to (For example, {{PrayerIcon|Protect from Ranged}} for magic users), but be ready to swap before the first boss attack if they are using a different style.


Ensure you have ample resources before a difficult boss wave, as a dangerous boss can drain lots of food and runes.  
Ensure you have ample resources before a difficult boss wave, as a dangerous boss can drain lots of food and runes. This is especially the case with some {{ItemIcon|Guardian Amulet}} setups as some bosses can attack faster than you.
* This is especially the case with some {{ItemIcon|Guardian Amulet}} setups as some bosses can attack faster than you.


===Gear Availability===
=== Gear Availability ===
{| class="wikitable"
{| class="wikitable"
| Waves 1–9
! Waves !! Available Equipment
| Up to level 70, inclusive
|-
| 1–9
| Equipment requiring up to and including level 70
|-
|-
| Waves 10–19
| 10–19
| Up to level 84, inclusive
| Equipment requiring up to and including level 84
|-
|-
| Waves >20
| 20+
| Everything
| All equipment, except for the below exclusions
|}
|}
 
Note that the following items are never available: {{ItemIcon|Wasteful Ring}}, {{ItemIcon|Cape of Completion}}, {{ItemIcon|Maximum Skillcape}}, {{ItemIcon|Farming Skillcape}}, and {{ItemIcon|Candy Cane}}.
Note: {{ItemIcon|Wasteful Ring}}, {{ItemIcon|Cape of Completion}}, {{ItemIcon|Max Skillcape}} and {{ItemIcon|Farming Skillcape}} are never available.  


=== Combat Triangle ===
=== Combat Triangle ===
Survival generally focuses on minimising worst case scenarios, therefore we want to reduce the danger from golbins on the weak side of the player's attack style.
Survival generally focuses on minimising worst case scenarios, therefore we want to reduce the danger from golbins on the weak side of the player's attack style.


* As maintaining near maximum damage reduction becomes essential to survive, the differences in the [[Combat_Triangle|combat triangle]] multipliers significantly impacts weapon choices.
As maintaining near maximum damage reduction becomes essential to survive, the differences in the [[Combat_Triangle|combat triangle]] multipliers significantly impacts weapon choices.
 
{{CombatTriangleAdjustmentTable}}
{| class="wikitable col-3-center col-4-center"
! colspan="4" | Combat multipliers
|-
! Attacker
! Enemy
! DR multiplier
! Damage multiplier
|-
| {{Skill|Attack|nolink=true|Melee}}
| {{Skill|Magic|nolink=true}}
| 0.25x
| 0.75x
|-
| {{Skill|Ranged|nolink=true}}
| {{Skill|Attack|nolink=true|Melee}}
| 0.75x
| 0.75x
|-
| {{Skill|Magic|nolink=true}}
| {{Skill|Ranged|nolink=true}}
| 0.75x
| 0.75x
|}


* While ranged has the most favourable worst cast damage reduction multiplier, magic weapons have access to {{Icon|type=curse|Weakening III}} which reduces enemy maximum hit by 15% (golbins do not have special attacks).
* While ranged has the most favourable worst cast damage reduction multiplier, magic weapons have access to {{Icon|type=curse|Weakening III}} which reduces enemy maximum hit by 15% (golbins do not have special attacks).
* Assuming the player's first attack is always before each golbin's first attack, and attacks are not delayed by eating enough for a golbin to attack between Weakening III applications, magic will almost always take less damage than ranged.
* Assuming the player's first attack is always before each golbin's first attack, and attacks are not delayed by eating enough for a golbin to attack between {{Icon|type=curse|Weakening III}} applications, magic will almost always take less damage than ranged.
* At maximum damage reduction from gear of 65%, range (65% x 0.95 = 61%) would take 390 damage from a 1000 damage attack. Magic (65% x 0.85 = 55%) would first reduce a 1000 damage maximum hit to 850 and take 382 from the hit.
* At maximum damage reduction from gear of 65%, range (65% x 0.95 = 61%) would take 390 damage from a 1000 damage attack. Magic (65% x 0.85 = 55%) would first reduce a 1000 damage maximum hit to 850 and take 382 from the hit.
* Only with maximum damage reduction from gear and extra damage reduction from effects such as {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Safeguard}} prayer does ranged take less maximum damage to magic, however in typical scenarios magic will take less damage, and magic's lead increases the lower damage reduction the player has.  
* Only with maximum damage reduction from gear and extra damage reduction from effects such as {{PrayerIcon|Stone Skin}} and {{PrayerIcon|Safeguard}} prayer does ranged take less maximum damage to magic, however in typical scenarios magic will take less damage, and magic's lead increases the lower damage reduction the player has.  
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* Combination runes are currently unavailable. Do not enable use of combination runes when using magic or your weapon will be set to default.
* Combination runes are currently unavailable. Do not enable use of combination runes when using magic or your weapon will be set to default.
* {{Icon|Hardcore}} and {{Icon|Adventure}} mode combat triangle and health changes are present in Golbin Raid. This will impact strategy, mainly making melee significantly worse than it already is and making ranged lose its damage reduction benefit over magic.
* {{Icon|Hardcore}} and {{Icon|Adventure}} mode combat triangle and health changes are present in Golbin Raid. This will impact strategy, mainly making melee significantly worse than it already is and making ranged lose its damage reduction benefit over magic.
* Don't hold Enter at the end of any fight. You will proceed to autoselect something. If it's a new weapon, you will likely brick your run.
* Don't hold Enter at the end of any fight. You will proceed to automatically select some item of equipment. If it is a new weapon, you will likely brick your run.


=== Notes ===
=== Notes ===
* (ALT) items have a completely random special attack. You cannot see what the special attack will be, and the special attack does not change unless you pick a different weapon.
* (ALT) items have a completely random special attack. You cannot see what the special attack will be, and the special attack does not change unless you pick a different weapon.
* {{ItemIcon|Sandstorm Ring}} can no longer turn into an ALT item in Golbin Raid. However, the combat style crafted rings, {{ItemIcon|Ring of Spirit Power}}, {{ItemIcon|Ring of Barrage}}, and {{ItemIcon|Ring of Blade Echoes}} still can. Combat style special attacks will only be active when you are (or switch to) the correct combat style. If you choose an ALT item and do not see a special attack appear, it may require a different combat style to activate.
* {{ItemIcon|Sandstorm Ring}} can no longer turn into an ALT item in Golbin Raid. However, the combat style crafted rings, {{ItemIcon|Ring of Spirit Power}}, {{ItemIcon|Ring of Barrage}}, and {{ItemIcon|Ring of Blade Echoes}} still can. Combat style special attacks will only be active when you are using (or switch to) the correct combat style. If you choose an ALT item and do not see a special attack appear, it may require a different combat style to activate.
* Special attacks on rings are now removed when the ring is changed, rather than overriding the weapon special attack. You can now have multiple special attacks, and if the overall special attack chance is greater than 100%, the special attack chances will be reduced proportionally to their original chance to add up to 100%.
* Special attacks on rings are now removed when the ring is changed, rather than overriding the weapon special attack. You can now have multiple special attacks, and if the overall special attack chance is greater than 100%, the special attack chances will be reduced proportionally to their original chance to add up to 100%.
* {{ItemIcon|Obsidian Cape}} does not scale past level 99.
* {{ItemIcon|Obsidian Cape}} does not scale past level 99.
* Manually eating will reset your attack, and your following attack will not be a special attack.
* Manually eating will reset your attack, and your following attack will not be a special attack.
* You can no longer eat during the channel of a channelled special attack without cancelling the attack.
* You can no longer eat during the channel of a channelled special attack without cancelling the attack.
* Prayer now works in Golbin Raid. As prayers can set specific dodge chances to 85%, this reduces the effectiveness of stacking evasion to the combat style weakness.
* Prayer now works in Golbin Raid. As prayers can set specific dodge chances to 80%, this reduces the effectiveness of stacking evasion to the combat style weakness.
* You can not pause or save a raid.
* You can not pause or save a raid.


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! [[Ocean Song]]
! [[Ocean Song]]
| Ocean Song (35%)
| Ocean Song (35%)
| Guaranteed hit, high damage, enemy attack slow, enemy evasion reduction. Best special attack for realistic runs with no skipping.
| Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Best special attack for realistic runs with no skipping.
|-
|-
! {{ItemIcon|Shockwave|notext=true|size=40}}
! {{ItemIcon|Shockwave|notext=true|size=40}}
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! [[Tidal Edge]]
! [[Tidal Edge]]
| Tidal Wave (25%)
| Tidal Wave (25%)
| Guaranteed hit, high damage, enemy attack slow, enemy evasion reduction. Slightly worse version of Ocean Song.
| Guaranteed hit, high damage, enemy attack speed decreased, enemy evasion reduction. Slightly worse version of Ocean Song.
|}
|}


===== Solid special attacks include (roughly in order): =====
===== Solid special attacks include (roughly in order): =====
 
{| class="wikitable col-1-right col-2-left col-3-center"
{| class="col-1-right col-2-left col-3-center" style="border-collapse:separate; border-spacing:0 1em; padding-left: 1em;"
! {{ItemIcon|Cloudburst Staff|notext=true|size=40}}
| {{ItemIcon|Cloudburst Staff|notext=true|size=40}}
! [[Cloudburst Staff]]
| [[Cloudburst Staff]]
| Magic Ray (100%)
| Magic Ray (100%)
| Not guaranteed hit, high scaling damage, enemy attack slow, channelled (can eat during). Very useful if found early to rush to a top-tier special attack.
| Not guaranteed hit, high scaling damage, enemy attack speed decreased, channelled (can eat during). Very useful if found early to rush to a top-tier special attack.
|-
|-
| {{ItemIcon|Ragnar Godsword|notext=true|size=40}}  
! {{ItemIcon|Ragnar Godsword|notext=true|size=40}}  
| [[Ragnar Godsword]]
! [[Ragnar Godsword]]
| Infernum (15%)
| Infernum (15%)
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
|-
|-
| {{ItemIcon|Terran Godsword|notext=true|size=40}}
! {{ItemIcon|Terran Godsword|notext=true|size=40}}
| [[Terran Godsword]]
! [[Terran Godsword]]
| Crushing Blow (15%)
| Crushing Blow (15%)
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
| Guaranteed hit, scaling damage. Possibly a good stepping stone special attack.
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=== ~Wave 50+ ===
=== ~Wave 50+ ===
* After choosing a top-tier magic weapon, quickly roll runes to unlock [[Light_Rune|light]]>[[Havoc_Rune|havoc]]>[[Body_Rune|body]]>[[Ancient_Rune|ancient]] to take advantage of more runes when needing to roll +all.
* After choosing a top-tier magic weapon, quickly roll runes to unlock {{ItemIcon|Light Rune|Light}} → {{ItemIcon|Havoc Rune|Havoc}} → {{ItemIcon|Body Rune|Body}} → {{ItemIcon|Ancient Rune|Ancient}} to take advantage of more runes when needing to roll +all.
* For standard magic, use fire spells to do more damage and balance rune usage. Check that you don't use Combination Runes - otherwise bye-bye magic weapon if you don't have them. Start with {{Icon|type=spell|Fire Strike}}, and transition to {{Icon|type=spell|Fire Surge}} when you can sustain the rune rolls without sacrificing searching for BiS armour.
* For standard magic, use fire spells to do more damage and balance rune usage. Check that the option to use [[Runecrafting#Combination Runes|Combination Runes]] is disabled, otherwise you will lose your magic weapon. Start with {{Icon|type=spell|Fire Strike}}, and transition to {{Icon|type=spell|Fire Surge}} when you can sustain the rune rolls without sacrificing searching for BiS armour.
* Optionally, unlock [[Blood_Rune|blood]], [[Death_Rune|death]], or [[Chaos_Rune|chaos]] runes if you feel your rune usage is balanced somewhere between strike and surge spells.
* Optionally, unlock {{ItemIcon|Blood Rune|Blood}}, {{ItemIcon|Death Rune|Death}}, or {{ItemIcon|Chaos Rune|Chaos}} runes if you feel your rune usage is balanced somewhere between strike and surge spells.
* {{Icon|type=spell|Incinerate}} has guaranteed hits and scaling current health damage, which gives magic without a scaling special attack the potential to transition to scaling damage. * * This point would likely be much later than {{ItemIcon|Shockwave}} overtakes {{ItemIcon|Ocean Song}} on damage though.
* {{Icon|type=spell|Incinerate}} has guaranteed hits and scaling current health damage, which gives magic without a scaling special attack the potential to transition to scaling damage.
* Also, remember that special attacks will not activate and curses can not be used with [[Magic#Ancient_Magicks|Ancient Magicks]]. Depending on your progression, rune balance, and amount of active vs idle play, use {{Icon|type=curse|Weakening III}} and alternate between {{Icon|type=aurora|Fervor II}} and {{Icon|type=aurora|Surge II}}.
* * This point would likely be much later than the point at which {{ItemIcon|Shockwave}} overtakes {{ItemIcon|Ocean Song}} on damage however.
 
* Also, remember that while using [[Magic#Ancient_Magicks|Ancient Magicks]] special attacks will not activate, nor can curses be used with these spells. Depending on your progression, rune balance, and amount of active vs idle play, use {{Icon|type=curse|Weakening III}} and alternate between {{Icon|type=aurora|Fervor II}} and {{Icon|type=aurora|Surge II}}.
* After choosing a top-tier ranged weapon, try to upgrade bolt tier when rolling for ammo, but it is not as high priority as beginning to gather BiS armour.  
* After choosing a top-tier ranged weapon, try to upgrade bolt tier when rolling for ammo, but this is not as high priority as beginning to gather BiS armour.  
 
* At this point rolling for passive is always recommended. Due to the insanely low chance to get a top-tier passive, it may be best to settle on whichever you get first.
* At this point rolling for passive is always recommended. Due to the insanely low chance to get a top-tier passive, it may be best to settle on whichever you get first.


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===== Solid passive slot effects include (roughly in order): =====
===== Solid passive slot effects include (roughly in order): =====
{| class="col-1-right col-2-left" style="border-collapse:separate; border-spacing:0 1em"
{| class="wikitable col-1-right col-2-left"
|-
|-
! style="border-width: 0px;" | {{ItemIcon|Shield of Magic Power|notext=true|size=40}}
! style="border-width: 0px;" | {{ItemIcon|Shield of Magic Power|notext=true|size=40}}
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=== ~Wave 60+ ===
=== ~Wave 60+ ===
* Now most rolls will be for armour.  
From now on, most rolls will be for [[Equipment|armour]].


==== BiS [[Equipment|Magic Armour]] ====
==== Best in Slot (BiS) Equipment ====
* With lifesteal, which Magic will usually have at least 10% of, the stat priority should be (approximately) damage reduction>accuracy>damage>evasion to combat style weakness>overall evasion.
===== [[Equipment|Magic Armour]] =====
* This results in full Glacia God Armor coming out on top, primarily due to the kill speed increase. Terran God Armour and Aeris God Armor pieces have significantly higher ranged/overall defence, at the cost of varying damage losses.
* With lifesteal, which Magic will usually have at least 10% of, the stat priority should be (approximately) damage reduction > accuracy > damage > evasion to combat style weakness > overall evasion.
* This results in full [[Glacia God Armour]] coming out on top, primarily due to the kill speed increase. [[Terran God Armour]] and Aeris God Armor pieces have significantly higher ranged/overall defence, at the cost of varying damage losses.
* Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.
* Upgrades from God Gloves are directly superior to the items they upgrade from, however they do not overtake items higher on the list.


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|}
|}


==== BiS [[Equipment|Ranged Armour]] ====
===== [[Equipment|Ranged Armour]] =====
* The damage of the best ranged weapon, Shockwave, scales with maximum hit. Therefore all of its damage and lifesteal scales with ranged strength, and the normal damage with ranged accuracy. However, ranged has no lifesteal without Elder Crown.
* The damage of the best ranged weapon, Shockwave, scales with maximum hit. Therefore all of its damage and lifesteal scales with ranged strength, and the normal damage with ranged accuracy. However, ranged has no lifesteal without Elder Crown.
* This results in full Aeris God Armor coming out on top with Elder Crown passive, although without lifesteal stacking melee/overall defence by instead using Terran God Helmet, Platebody, Platelegs, and Boots could be viable. Elder Crown helmet with Aeris God Armour may work with high damage reduction.
* This results in full Aeris God Armor coming out on top with Elder Crown passive, although without lifesteal stacking melee/overall defence by instead using Terran God Helmet, Platebody, Platelegs, and Boots could be viable. Elder Crown helmet with Aeris God Armour may work with high damage reduction.
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|}
|}


==== BiS [[Equipment#Offhand|Offhands]] ====
===== [[Equipment#Offhand|Offhands]] =====
* Non-god armour gear slots will have very similar BiS items for each combat style.
* Non-god armour gear slots will have very similar BiS items for each combat style.
* The Offhand slot contains shields which provide so much damage reduction with a one handed weapon that it is difficult to find value in offensive items.
* The Offhand slot contains shields which provide so much damage reduction with a one handed weapon that it is difficult to find value in offensive items.
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{{ItemIcon|Book of Eli}} is viable for certain lifesteal/boss skipping strategies seen below.
{{ItemIcon|Book of Eli}} is viable for certain lifesteal/boss skipping strategies seen below.


==== BiS [[Equipment#Rings|Rings]]====
===== [[Equipment#Rings|Rings]] =====
* Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
* Damage rings may be BiS for certain lifesteal/boss skipping strategies seen below.
{| class="wikitable"
{| class="wikitable"
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|}
|}


==== BiS [[Equipment#Amulets|Amulets]]====
===== [[Equipment#Amulets|Amulets]] =====
* Lots of choice for amulets. BiS really depends on playstyle, current gear, and goals. Guardian Amulet will give the best chance at surviving late game bosses, but whether slowly pushing deep is worth it is debatable. Deadeye Amulet scales Shockwave damage, its main strength.
* Lots of choice for amulets. BiS really depends on playstyle, current gear, and goals. Guardian Amulet will give the best chance at surviving late game bosses, but whether slowly pushing deep is worth it is debatable. Deadeye Amulet scales Shockwave damage, its main strength.
* Getting an initial 10% lifesteal is extremely efficient. Mage has lifesteal through auroras, and can utilise Guardian Amulet more easily. For ranged it has to be done through passive/helmet, therefore it limits other choices.  
* Getting an initial 10% lifesteal is extremely efficient. Mage has lifesteal through auroras, and can utilise Guardian Amulet more easily. For ranged it has to be done through passive/helmet, therefore it limits other choices.  
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{{ItemIcon|Deadeye Amulet|Deadeye}} is great for ranged if you have lifesteal already.
{{ItemIcon|Deadeye Amulet|Deadeye}} is great for ranged if you have lifesteal already.


==== BiS [[Equipment#Capes|Capes]] ====
===== [[Equipment#Capes|Capes]] =====
* Skull Cape gives 20% rune preservation.
* Skull Cape gives 20% rune preservation.


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|}
|}


Depending on damage reduction and strategy, Skull Cape could be avoided for ranged, or better for magic.
Depending on damage reduction and strategy, Skull Cape could be avoided for ranged, or be more efficient for magic.
 
Depending on damage reduction and strategy, Skull Cape could be more efficient.


==== BiS [[Equipment#Ammunition|Ammunition]] ====
===== [[Equipment#Ammunition|Ammunition]] =====
* Ammunition depends on combat style and weapon type
* Ammunition depends on combat style and weapon type
{| class="wikitable"
{| class="wikitable"