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After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much. | After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much. | ||
== Chapter VII: (G) Ancient to God | == Chapter VII: (G) Ancient to God Dungeons == | ||
===Pre-Gods=== | ===Pre-Gods=== | ||
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it. | It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it. | ||
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Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|Damage Reduction Potion|Damage Reduction Potions}} to make up for the lack of a shield, nor is the {{ItemIcon|Big ol Ron}}. The strength of the {{ItemIcon|Sandstorm Ring}} means that the {{ItemIcon|Fighter Ring}} isn't any good for endgame monsters, and the stun effect of the {{ItemIcon|Fighter Amulet}} is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR). If you can afford to give up the DR of a necklace, you're better off using more {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} or just toss on your {{ItemIcon|Amulet of Looting}}. This means that the {{ItemIcon|Fire Chest|Fire Chests}} are more or less useless for progression. | Unfortunately, the {{ItemIcon|Ragnar Godsword}} isn't of any use to us without {{Icon|Damage Reduction Potion|Damage Reduction Potions}} to make up for the lack of a shield, nor is the {{ItemIcon|Big ol Ron}}. The strength of the {{ItemIcon|Sandstorm Ring}} means that the {{ItemIcon|Fighter Ring}} isn't any good for endgame monsters, and the stun effect of the {{ItemIcon|Fighter Amulet}} is overshadowed by any other end-game amulet due to its lack of actual stats (specifically DR). If you can afford to give up the DR of a necklace, you're better off using more {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and a {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}} or just toss on your {{ItemIcon|Amulet of Looting}}. This means that the {{ItemIcon|Fire Chest|Fire Chests}} are more or less useless for progression. | ||
== | == Chapter VIII: Into the Mist == | ||
The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|76}}. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max HP of 1000 from {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction). | The {{UpgradeIcon|Dungeon Equipment Swapping}} upgrade is required to complete {{ZoneIcon|Into the Mist}}. The minimum recommended gear is full {{ItemIcon|Terran God Platebody|Terran|nolink=true}}, {{ItemIcon|Aeris God Platebody|Aeris|nolink=true}} and {{ItemIcon|Glacia God Platebody|Glacia|nolink=true}} God Armour, but it can be completed pre-Terran just with more active strategies (swap {{ItemIcon|Terran God Platebody|Terran|nolink=true}} Gear for {{ItemIcon|Ancient Platebody|Ancient|nolink=true}} Gear and swap {{ItemIcon|Earth Layered Shield}} for {{ItemIcon|Dragonfire Shield}}.) Recommended skill levels are {{Skill|Attack|90|nolink=true}}, {{Skill|Strength|90|nolink=true}}, {{Skill|Defence|90|nolink=true}}, {{Skill|Ranged|90|nolink=true}}, and {{Skill|Magic|90|nolink=true}}, {{SkillReq|Hitpoints|99}} and {{SkillReq|Prayer|76}}. Each of the 3 phases of the boss can only be damaged by an attack type that matches their own. Melee vs melee, ranged vs ranged, magic vs magic. The DR numbers provided assume a max HP of 1000 from {{SkillReq|Hitpoints|99}} and {{PetIcon|Finn, the Cat}}. (500 max HP after affliction). | ||
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Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating. | Into the Mist healing the boss means this fight is a race against time. This is why we're going to use 100% accuracy [[Ancient Magicks]]. {{Icon|Gust|type=spell}} is a good choice, but {{Icon|Slicing Winds|type=spell}} will also get the job done. Fallen Light can be survived with {{UpgradeIcon|Auto Eat|nolink=true}} at max affliction as long as you have at least 50% DR. It is important to use {{UpgradeIcon|Auto Eat|nolink=true}} for Fallen Light since that will allow you to attack without being interrupted by manual eating. | ||
== Chapter | == Chapter IX: T90 grind == | ||
==== Recommended stats ==== | ==== Recommended stats ==== | ||
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* Slayer cape damage bonus to help with farming | * Slayer cape damage bonus to help with farming | ||
When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/ | When starting out it is recommended to '''remove''' your slayer cape, toggle auto slayer '''ON''' and manually roll tasks. This will remove {{ZoneIcon|Perilous Peaks}} enemies from the potential pool of slayer monsters, leaving only a 1/2 chance of obtaining the correct slayer task. | ||
'''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.''' | '''WARNING: MAKE SURE TO TOGGLE AUTOSLAYER BACK OFF AFTER SELECTING A TASK, AS INCORRECT COMBAT TRIANGLE MANAGEMENT IS CERTAIN DEATH IN THE WATERS AND A LOT OF FOOD WASTED IN PEAKS, POSSIBLY LEADING TO DEATH.''' | ||
You will always profit slayer coins as each {{ZoneIcon|Dark Waters}} task gives about 250k coins on average (382.5k if extending the task) and costs | You will always profit slayer coins as each {{ZoneIcon|Dark Waters}} task gives about 250k coins on average (382.5k if extending the task) and costs about 65k on average (77.5k if extending) to manually select. This leads to an average profit of 185k/task or 305k/task if extending. These numbers equate to extended tasks being about 10% more efficient coins/kill. The player has the choice of earning more slayer coins by extending slayer tasks, or obtaining master slayer gear faster by leaving tasks unextended. On average, one will complete 20 tasks per T90 item or 12.5 if extending. Since it is highly recommended to have {{ItemIcon|Slayer Wizard Robes (Master)}} and {{ItemIcon|Slayer Wizard Hat (Master)}} before {{MonsterIcon|Umbora}} to save on runes, it is recommended to '''not''' extend tasks. Alternatively, one can make up the extra tasks at {{ZoneIcon|Perilous Peaks}} while farming out {{PetIcon|Peri}} or any of the three unqiues. Even with this in mind, it is always better to be running a task than not. Try to manage extensions so that a task will end shortly before the player expects to away from the game (such as overnight), as this will ensure that a fresh (possibly extended) task can be undertaken for the duration of the inattentive period. Expected kills/hr are listed in each section and this can be used as a guide to figure out when a task will be completed. | ||
Once Shockwave is obtained the {{ItemIcon|Slayer Skillcape}} can be left on as farming {{ZoneIcon|Perilous Peaks}} is perfectly manageable with access to a T90 weapon. Around 40k {{ItemIcon|Crab}} should be earned by the time {{ItemIcon|Shockwave}} is obtained, so this food can now be spent on these monsters. | Once Shockwave is obtained the {{ItemIcon|Slayer Skillcape}} can be left on as farming {{ZoneIcon|Perilous Peaks}} is perfectly manageable with access to a T90 weapon. Around 40k {{ItemIcon|Crab}} should be earned by the time {{ItemIcon|Shockwave}} is obtained, so this food can now be spent on these monsters. |
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