Combat Guide: Difference between revisions

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={{TotH}} Throne of the Herald Expansion=
={{TotH}} Throne of the Herald Expansion=


This section will be updated as time goes by, for now, following some basic guidelines will be a good way to get started: Combat in the Throne of the Herald Expansion revolves significantly around using {{Skill|Slayer}} areas to prepare to complete a dungeon. Leveling can be done in the first 2 Slayer Areas, the {{ZoneIcon|Jungle Labyrinth}} and {{ZoneIcon|Lava Lake}} - note that [[Deadly Poison]] is simply a more damaging version of [[Poison]], it deals 25% of the players HP over the duration instead of 10%.
Combat in the {{TotH|Throne of the Herald Expansion}} follows a similar progression to the base game, and will be divided into three parts, the Early Expansion, the Mid Expansion, and the End Expansion.
 
This entire part of the guide is subject to change and will be updated as time goes by, for now, following some basic guidelines will be a good way to get started: Combat in the Throne of the Herald Expansion revolves significantly around using {{Skill|Slayer}} areas to prepare to complete a dungeon. Leveling can be done in the first 2 Slayer Areas, the {{ZoneIcon|Jungle Labyrinth}} and {{ZoneIcon|Lava Lake}} - note that [[Deadly Poison]] is simply a more damaging version of [[Poison]], it deals 25% of the players HP over the duration instead of 10%.


A simplistic order for completing {{TotH}} Combat:
A simplistic order for completing {{TotH}} Combat:
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==Stats and Buffs==
==Stats and Buffs==
===Minimum Recommended Levels===
===Astrology===
At this point in the players journey it can be safely assumed that they have unlocked the vast majority of bonuses from {{Skill|Astrology}}, if the player is just starting in the expansion and hasn't completed Astrology, there are some major benefits that can be obtained from {{ConstellationIcon|Ashtar}} and some from {{ConstellationIcon|Rosaniya}} that should be picked up as soon as possible.
 
Clearing the {{ZoneIcon|Cursed Forest}} for the {{UpgradeIcon|Sign of the Stars}} is of course helpful, but is rather deep into Expansion Combat.
 
===Agility===
{| class="wikitable"  
{| class="wikitable"  
! #
! Obstacle
! Reason
|-
|-
! Suggestion
!rowspan=4| 11
! Benefit
| {{TotH}} {{Skill|Agility|Frozen Maze}}
|-
| A great all-rounder with the primary bonus of additional Damage Reduction.
| {{SkillReq|Hitpoints|110}}
| More HP means less dying
|-
| {{SkillReq|Agility|99}}
| Pillar of Combat
|-
|-
| {{SkillReq|Summoning|110}}
| {{TotH}} {{Skill|Agility|Water Maze}}
| {{ItemIcon|Siren}} and just having more options
| Global doubling is fantastic for monsters that die very quickly.
|-
|-
| {{SkillReq|Prayer|110}}
| {{TotH}} {{Skill|Agility|Forest Maze}}
| {{PrayerIcon|Valor}}
| Fantastic for {{Skill|Slayer}} if Area Effect Negation is required or the player is specifically hunting {{SC|SC}}
|-
|}
 
===Astrology===
As many combat bonuses from {{Skill|Astrology}} constellations are recommended, but not required. In total, Astrology serves as a massive buff to combat and will make the fight easier. The main bonuses are:
* +5 Hidden Levels for {{Skill|Melee}}{{Skill|Ranged}}{{Skill|Magic}}
**{{Icon|Iridan|type=constellation}}, {{Icon|Terra|type=constellation}}, {{Icon|Syllia|type=constellation}}, and {{Icon|Arachi|type=constellation}}. The +5 hidden {{Skill|Defence}} levels in Tellus are redundant.
* 5% reduced Attack Interval and Enemy Damage Reduction decreased by 5%, from {{Icon|Ashtar|type=constellation}}
 
===Agility===
{| class="wikitable"
!colspan="1"| #
!colspan="1"| Obstacle
!colspan="4"| Reason
|-
|-
!colspan="1"| 11
| {{TotH}} {{Skill|Agility|Pipe Maze}}
| {{TotH}} {{Skill|Agility|Pipe Maze}}
| More damage.
| Fantastic for killing enemies of all kinds, can be detrimental to how fast the player can collect items due to its high negative doubling.
|-
|-
!colspan="1"| 12
! 12
| {{TotH}} {{Skill|Agility|Boulder Balance}}
| {{TotH}} {{Skill|Agility|Boulder Balance}}
| Lower attack interval and more damage for the low price of lower accuracy.
| More damage and a faster [[Attack Interval]] making the player deal even more damage and possibly able to avoid dangerous [[Stun]], [[Freeze]] or [[Sleep]] effects.
|-
|-
!colspan="1"| 13
!rowspan=2| 13
| {{TotH}} {{Skill|Agility|Rope Trap}}
| {{TotH}} {{Skill|Agility|Rope Trap}}
| More damage.
| Particularly useful for the earlier stages of Expansion Combat where the player can be hampered by the dps requirement of dungeon bosses.
|-
| {{TotH}} {{Skill|Agility|Balance Trap}}
| Great for general use.
|-
|-
!colspan="1"| 14
!rowspan=2|14
| {{TotH}} {{Skill|Agility|Freezing Climb}}
| {{TotH}} {{Skill|Agility|Freezing Climb}}
| More evasion, accuracy and damage.
| Great for Expansion dungeons, deal more damage, take damage slightly less often!
|-
| {{TotH}} {{Skill|Agility|Gap Climb}}
| Great for {{Skill|Slayer}}, adding more damage and Area Effect Negation.
|-
|-
!colspan="1"| 15
!rowspan=2|15
| {{TotH}} {{Skill|Agility|Waterfall Crossing}}
| {{TotH}} {{Skill|Agility|Waterfall Crossing}}
| Is the equivalent of a permanent {{ItemIcon|Diamond Luck Potion IV}}, which frees up the potion slot for {{ItemIcon|Damage Reduction Potion IV}} It is necessary to have this obstacle at 99 mastery to halve the -100hp modifier.  
| This grants the effect of {{ItemIcon|Diamond Luck Potion IV}} for an generally inconsequential penalty of {{Skill|Hitpoints}}.
|-
| {{TotH}} {{Skill|Agility|Freezing Rafting}}
| This should be the player's absolute last line of defence for survivability, and should never be considered unless absolutely necessary.
|-
! rowspan=2| EP
| {{TotH}} {{Skill|Agility|Elite Pillar of Expertise}}
| The default pillar for nearly all of the Expansion - immensely powerful buffs for all skills, Global Doubling being very powerful in combat particularly.
|-
|-
!colspan="1"| EP
| {{TotH}} {{Skill|Agility|Elite Pillar of Conflict}}
| {{TotH}} {{Skill|Agility|Elite Pillar of Conflict}}
| Lots of beneficial combat bonuses.
| This Pillar is only recommended if {{Skill|Slayer}} Area Effect Negation is 'required', its effects are rather lackluster otherwise.
|-
|-
|}
|}
===Herblore===
With {{Skill|Agility|Waterfall Crossing}} active, {{ItemIcon|Diamond Luck Potion IV}} are no longer a near-necessity for the amount of damage they provide, this opens up many new options for which potion the player can use.
* {{ItemIcon|Melee Strength Potion IV|notext=true}}{{ItemIcon|Ranged Strength Potion IV|notext=true}}{{ItemIcon|Magic Damage Potion IV|notext=true}} Max Hit potions can be a solid and reliable source of increased damage.
* {{ItemIcon|Damage Reduction Potion IV}} is incredibly useful for meeting DR requirements, especially for Late Expansion monsters and dungeons.
* {{ItemIcon|Slayer Bounty Potion IV}} is a hugely powerful buff for farming {{SC|SC}}.
* {{ItemIcon|Area Control Potion IV}} can be useful for negating harmful Slayer Area Effects like those of {{ZoneIcon|Lava Lake}}, {{ZoneIcon|Forsaken Tundra}} or {{ZoneIcon|Foggy Lake}}.
* {{ItemIcon|Penetration Potion IV}} are potentially the highest amount of raw dps that can be gained from a potion and, once unlocked, can be used as the default combat potion for all Expansion Combat.
* {{ItemIcon|Critical Strike Potion IV}} are very slightly less damage than Penetration Potions in most situations, but require a material that can be much less convenient to collect.
* {{ItemIcon|Adaptive Defence Potion IV|notext=true}}{{ItemIcon|Adaptive Accuracy Potion IV|notext=true}} Adaptive Potions feature a mechanic originally found on {{MonsterIcon|Pegasus}}, these potions should generally never be used as their effect actually ''decreases'' the players stats if they fall below 57% of their max {{Skill|Hitpoints}}, and the effect is lacklustre compared to the myriad available options.
===Summoning===
Some particular synergies of note are:
* {{ItemIcon|Minotaur|notext=true}}{{ItemIcon|Centaur|notext=true}}{{ItemIcon|Witch|notext=true}} and {{ItemIcon|Spectre}} - a lot of bonus damage, particularly against enemies with high Damage Reduction.
* {{ItemIcon|Minotaur|notext=true}}{{ItemIcon|Centaur|notext=true}}{{ItemIcon|Witch|notext=true}} and {{ItemIcon|Fox}} - a lot of bonus damage, particularly against enemies with less Damage Reduction.
* {{ItemIcon|Minotaur|notext=true}}{{ItemIcon|Centaur|notext=true}}{{ItemIcon|Witch|notext=true}} and {{ItemIcon|Siren}} - Extra damage with the added benefit of CC, most useful with multi-hit special attacks - monsters that are asleep can't deal damage!
* {{ItemIcon|Occultist}} and {{ItemIcon|Spectre}} - generally add up to an insane amount of raw accuracy and chance to hit, one of the few places where simply getting more accuracy is actually a tangible benefit instead of a minor change in power.
* {{ItemIcon|Fox}} and {{ItemIcon|Dragon}} - Great with multi-hit special attacks against enemies with high HP.
* {{ItemIcon|Spider}} and {{ItemIcon|Dragon}} - particularly when paired with {{ItemIcon|Hinder Potion IV}} and the {{ItemIcon|Royal Toxins Spear}}, {{SpellIcon|Poison Pods}} or {{SpellIcon|Natures Bloom}}


===Consumable Slot===
===Consumable Slot===
The only DPS benefitting item which goes in here are {{ItemIcon|Whetstone}}. However, they only affect {{Skill|Melee}}. {{ItemIcon|Blood Vial}} or {{ItemIcon|Portable Rations}} can be used outside of your melee set, but have very little effect.
 
* {{ItemIcon|Explorers Map}} for a very powerful group of buffs for {{Skill|Slayer}}.
* {{ItemIcon|Whetstone}} let the player deal more {{Skill|Melee}} damage.
* {{ItemIcon|Wizard's Scroll}} to preserve Runes