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Iron Tyrone

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Everything posted by Iron Tyrone

  1. Welcome to Velheim, hope you enjoy your time here!
  2. You never take a break from RuneScape (or RSPS) - you only take extended breaks.
  3. Invention. Increased probabilities of getting the higher rank perks, and higher chances of two perks. Drops. Croesus drops following the hotfix have been pretty rough, the Cryptbloom and skilling tools have been incredibly rare - with some players going 150+ dry, that can be extremely demoralizing. If there was a soft pity/bad-luck mitigation that let a player hit the rare table after x amount of contribution points earned or x amount of kills, then it would make it a much more consistent boss. Hydrix Bolt Tips from both Zuk and Arch-Glacor could do with a small buff to either rates or amounts as they are the quintessential locations in Velheim to get the tips (other than cutting the gems which nobody can stomach doing), other than the Tips, AG could use a buff to the rates of Glacor Remains - even a x10 on the lower and higher amounts would do wonders, since as it is right now, you spend more time farming for the Remains. The amount of charges consumed by Scriptures (Ful & Wen) is a bit rough, I understand the increased charge usage was done because we use a different system but it does feel a bit jarring to consume so many charges (for example with Ful, a full hard-mode run can net you anywhere from 0 to 4 pages which 0 to 36 activations) - if the charge cost was to be lowered to perhaps 5 or 10, that would be much nicer. Scripture of Wen damage also feels a bit underwhelming when it is supposed to be one of the better AOE books. Increased rates at Solak would be much appreciated, as it's a pretty hard boss, it should feel a bit more rewarding. QOL. The Area Loot interface is one of the best QOLs that has been added to Velheim, one small update that could make it even better would be for recent items to take priority in the listings (scenario: you're killing K'ril without an Ectoplasmater and the interface is filled with Ashes and new/more valuable drops are basically lost in the ashes since they are in the interface before the new loot). Increased weighting towards preferred slayer task. In some cases it feels harder to achieve some things here (notably perks) in comparison to RS3, and I understand that having rates that are 'too high' can diminish values of traded items, but doing 20+ gizmos with 8/9 Noxious Comps + Subtle/Dexterious without getting Biting4&Mobile, as noted before can be really depressing.
  4. Iron Tyrone

    Pasa

    Pleasure to have you here! Don't overload yourself with information and have fun!
  5. Croesus is a giant fungal boss, part of the Croesus Front in the Elder God Wars Dungeon. Croesus is the game's first skilling boss. Having at least level 80 Construction, Fishing, Hunter, Mining, and Woodcutting is recommended when engaging the boss, although these are not required. Rather than relying on Constitution to survive, the player's skilling stats of the above-mentioned their "health". When any of the skills are lowered to 0 by Croesus's specials, the player is kicked from the fight. If the player is solo, the run ends, if the player is in a team, they must continue without them. Croesus is a SAFE boss. REQUIRED: Set your Particle Quality to 'High' in Settings > Graphics > Custom. Gear: Bring your best Fishing/ Hunter/Mining/Woodcutting tools. A Shield of any kind to avoid stuns from Croesus's specials. A few (4-5) Super Restore Potions or (2-4) Flasks to restore drained skills. Specific skill/role related potions such as Hunter/Mining/Woodcutting/Fishing potions. Protean Logs if you do not have a Fyretorch (for burning Sticky Fungus). Optional; A Sana's Fyretorch to burn fungus without logs - working. Tagga's Corehammer to assist with mining. Tools augmented (when applicable) with the Honed perk - mixed results/unsure. Also optional (I have not confirmed if they increase the material gain rates); Volcanic Trapper/Magic Golem/Nature's Sentinel/ Fury Shark outfits. Tracker/ Quarrymaster/ Lumberjack/ Call of the Sea auras. Mechanics: When hit by Croesus' special attacks, your stats will be drained - this can result in losing access to your current tool and/or complete failure when a skill reaches 0 by being drained, remedy this with Super Restore doses. Alongside the drained stats, getting hit by a mechanic will raise Croesus's enrage by a small amount - once it hits 100% enrage you lose by default. The order of Croesus's Special Attacks are as follows: Red (Woodcutting) Spore Bombs -> Fairy Rings -> Slime Mould -> Yellow (Mining) Spore Bombs -> Fungus Fall (Stun) -> Sticky Fungi -> Green (Fishing) Spore Bomb -> Fairy Rings -> Slime Mould -> Blue (Hunter) Spore Bombs -> Fungus Fall (Stun) -> Sticky Fungi and finally alongside the last Sticky Fungi, the Energy Fungus. Notes: *Avoid Spore Bombs (and their residue), Fairy Ring Teleports, and Slime Moulds. *Energy Fungi will appear in every quadron of the centre of Croesus' arena every 2 stuns (Fungus Fall (Stun)) and they all share durability/health. *Failure to clear the Energy Fungi will result in a +45% to Croesus's Enrage. Obstacles: Small Mushrooms/Fungus Path: Extremely simplified here to compensate for the lack of mobility skills, it is a straight line - avoid walking on the fungus. Large Mushrooms/Vaulting Path: With your Particles set to 'High' you should see a glow over one obstacle per row, vault that one to avoid your skills being drained. Strategies Quad/4-man, Duo/2-man, and solo stategies will be listed below. Quad/4-man - courtesy of @Seisen. It is assumed that any movements done in the Arena are to be done Anti-Clockwise. Ie; Moving from SW to NE should be done via SE. Feel free to reference this image linked, with compiled information. Each part member should be assigned a role of Fishing, Hunter, Mining, or Woodcutting. Stand in your corner and wait for the host to start the fight. When the fight starts; Gather 15 of your resources and deposit them into your Storage Spot. Return to your resource nodes and collect 15 more. With those 15 in hand, run to the corner diagonal of you (ie; From SW to NE) - this is called a Long Trip. When you reach that corner, deposit the 15 you hold into that corner's Statue. Take the 15 resources left by your teammate from the Storage Spot nearby. Run to the next node (ie; now from NE to NW) with those resources - this is called a Short Trip. Deposit the resources into that Statue and repair it. When all Statues are repaired, wait/prepair to synchronize praying at the Statues together. Once you've finished Praying at the statues, go to the centre where Croesus has opened. Once there, "attack" (skill on) the core to finish the kill. *It is recommended to only pray AFTER two Energy Fungi cycles for maximum contribution points. In the case that not all statues are repaired at the same time, simply wait for them to finish it. It is detrimental to time Praying together. Duo/2-man - courtesy of @Wendt. For this method, both players in the part are given specific roles. You must follow the exact pathing listed below. Player 1's Roles: Hunter & Woodcting. Player 2's Roles: Mining & Fishing Player 1 starts the encounter in the Hunter corner (NW), Player 2 starts at the Mining corner (SE). Collect 15 of your Resource and move to the next corner (anti-clockwise). In this case, NW goes to SW and SE goes to NE. Deposit your resources into that corner's Statue and collect 15 from that Corner. With those 15 Resources in hand, run to the opposite corner/swap corners with your duo. SW goes to NE, NE goes to SW. Once you arrive at that corner, deposit the 15 Resource you already collected into the Statue. Repair and Pray at your corner's statue and go through the DPS phase. Solo/1-man - courtesy of @Bourne_Sloth. This method involves intentionally being hit by a Fairy Ring for the forced movement. This method is NOT recommended for newbies, margin for failure is large. This can be done with only 2 Statues, but the results can differ - so a third might be needed. The best possible time for a Solo kill (recorded so far) is an 8:02, which was possible with a lucky Fairy Ring Teleport. For the solo runs, the pathing is as follows; Start in the Mining Corner (South-east), gather 15 of the resources and take them to Hunter (NW). Deposit the Mining resources into the statue and then run to Fishing (NE). Gather 15 Fishing Rrsources, deposit them into Storage Spot, gather another 15 and take them to Hunter (NW again). Place those 15 fishing resources into the Statue, then gather another 15 Hunter resources Repair and Pray at the statue (NW) - start "attacking" Croesus when it opens here. You need to be tick-perfect to get it under half from a single statue. After that first "DPS Phase" it will teleport you to a random quadron, in any case you need to get to the Woodcutting corner (SW). Deposit the 15 Hunter Resources (from before you prayed) into the Statue. Run back to the Fishing corner (NE), gather the Fishing resources from the Storage Spot. The Fairy Ring Special Attack should activate here, let it hit you and hope it teleports you closer to the obstacles, if not - oh well. Run back to the Woodcutting Corner (SW), deposit into the Statue, repair, and then pray at the statue. Now DPS again, if you fail to kill it then you have to repair another statue, pray at that statue and DPS again. Best option in this case is to gather 15x Resources and complete the Fishing Statue (NE). Video Instructions courtesy of: @Noobs Own. Reward Scaling: Rewards from Croesus scale with the players' contribution done during the "fight". More information on Contribution Factor and 'Rolls' can be found here. Notable Rewards: Croesus Foultorch, to make Sana's Fyrtorch. Croesus Sporehammer, to make Tagga's Corehammer. Croesus Spore Sack, to make the Seed bag. Cryptbloom Helm (incomplete), requires 1,000x Croesus flakes. Cryptbloom top (incomplete), requires 1,600x Croesus flakes. Cryptbloom Bottoms (incomplete), requires 1,200x Croesus flakes. Cryptbloom gloves (incomplete), requires 800x Croesus flakes. Cryptbloom boots (incomplete), requires 800x Croesus flakes. Scripture of Bik. Croesus's enriched root, used to unlock Little Sus. Credits to: @Seisen, @Wendt and @Bourne_Sloth for their assistance with the strategies, and @Noobs Own for the video!
  6. Updated prices for: Praesul Codex, Seren Godbow, Guildmaster Tony's Mattock.
  7. Senntisten Spells: These would be added to the Ancients Spellbook - could be unlocked after a specific/custom achievement, via Archaeology within Senntisten, or just another Loyalty/Vote/Trivia unlock. The descriptions will be adjusted to suit Velheim, original descriptions available by clicking on the names. Lv 74: Smoke Cloud - Cost: 10x , 5x , 5x , 5x . GFX 7478, uses Barrage animation. Cast Sprite: 14774_0.png Disorient the target with a veil of smoke, leaving them vulnerable. - Increases the damage cap, as well as increases the target's damage received from critical strikes by 12%. - 120s duration. - Effect is 50% effective for non-magic damage. - Can be cast without a magic weapon equipped. #Lowered % increases, slightly increased effectiveness. Lv84: Animate Dead - Cost: 30x , 15x , 15x , 6x . GFX 7483. Cast Sprite: 14775_0.png Replace life with shadows to create a shield from the fallen. For each piece of magic tank equipment worn: - Gain 4% of its armour value as flat damage reduction. - Gain 8% of your defence level as flat damage reduction. - 6m duration. - Only core damage types can be reduced by this effect. - Damage cannot be reduced by more than 60% due to this effect. - Reduced effectiveness in PvP. - Only works with magic. #This had to undergo some specific changes, after some theorycrafting and calculations - the base effect would have been way too OP, had to be nerfed drastically to make it, you know.. not absolutely busted. Lv96: Exsanguinate - Cost: 2x , 1x . GFX 7481 & 7482, uses Blitz animation. Cast Sprite: 14772_0.png An extremely powerful fire spell. On magic auto-attack (2 tick delay), gain a stack of Blood Tithe (max 12) for 8s. - Each stack of Blood Tithe increases magic damage dealt by 1% and refreshes the duration of Blood Tithe. #Previously specified abilities, adjusted that. Lv98: Incite Fear - Cost: 10x , 2x , 1x . GFX 7480, uses Blitz animation. Cast Sprite: 14773_0.png An extremely powerful water spell. On magic attack, gain a stack of Glacial Embrace (max 5) for 8s (refreshes with new stacks). - Each stack of Glacial Embrace reduces the special attack cost of Magic-based special attacks by 3%. - When the player has 5 stacks, also activates Frost Surge. Frost Surge: Deals damage equal to 33% of the caster's Max Hit to the target and all enemies in a 3x3 grid of the target, has an internal cooldown of 12 seconds. #Glacial Embrace previously reduced Adren cost of abilities, changed it. Seren Prayers; *For Sand* Sprites: 26047_0.png to 26092_0.png Would be nice alongside cheaper codexes, and more availability. Unlockable with a Seren Codex. The implemented Seren Prayers would be: Dark Form, Soul Link, Teamwork Protection, Superheat Form, and Fortitude. The effects from these prayers would be as follows; Dark Form: Increases the effect and durations of all Ancient Magicks by 20% - does not apply in PVP. Soul Link: 50% of damage taken and 25% of healing received is shared between all nearby players with this prayer activated. Teamwork Protection: 2% Damage Reduction and 1% Damage Reflection for each nearby player with this prayer activated - caps at 5 stacks (so 2%+5%). Superheat Form: Automatically burns chopped logs and doubles all smelting speed. Fortitude: Increases Defence by 10%, Damage Reduction by 3%, Life Points by 1+1 per Constitution Level. *The below is if Seren Prayers were added at the END of the prayer book* *The below is if the Seren Prayers were added in order of level, personal favourite* 'Seren Codex' added to the Loyalty Shop for 50k points. 'Seren Codex' added to the Vote Shop for 35 points. 'Seren Codex' added to the Trivia Shop for 80 points. *Seren Codex is only usable if Ancient Curses have been unlocked* As a note for the Seren Prayers - I specifically targeted the ones which would see the most usage, and I wanted to keep it limited to 5 to fit the prayer book interface. I kept in the PVM prayers, and the aura-like prayers, I did not include Light Form since the effects are fine but not all that important, which is why I opted for Dark Form - since Ancients are the go-to for Magic. Lastly I had to decide between Superheat Form and Chronicle Attraction, and one of them just seemed more obvious as a pick (and as a sidenote, only Fortitude can not be used along-side the T95/99 power prayers).
  8. Have already seen you ingame, hope you are enjoying your time here!~
  9. Pleasure to have you here, and a pleasure to see an introduction~
  10. If there are any perks listed in a particular category, and they don't belong there - feel free to let me know~ Weapon Perks. 'X' Bait: Damage to 'X' is reduced by 30%. 'X' Slayer: Deal +7% damage to 'X'. *Flanking: Backhand, Impact and Binding Shot no longer stun and deal 40% more damage per rank to targets that are not facing you. Aftershock: After dealing 500(OS)/5,000(Pre-Eoc)/50,000(RS3) damage, create an explosion centered on your current target, dealing up to 40% per rank weapon damage. Antitheism: Denies access to protect prayers/deflect curses. Biting: +2% chance per rank to critically hit opponents. Blunted: Reduces the weapon's damage by 1% per rank. Brassican: Always sometimes cabbages. Caroming: Attacking with shortbows or shieldbows has a 3% chance (increased by 3% per rank) of firing an additional arrow. Cautious: Cannot auto-retaliate while this item is equipped. Clear Headed: Shortens the duration of all stuns by 10% per rank. Committed: Always skulled while this item is equipped. Crackling: Periodically zaps your combat target for 50% per rank of your weapon's damage (or 10% per rank in PvP). Efficient: Charge drain rate for this item is reduced by 6% per rank. Energising: Increases special attack restoration by 1 per rank. Enhanced Efficient: Charge drain rate for this item is reduced by 9% per rank. THis does not stack with efficient. Enlightened: +3% Item XP per rank (for the item it is installed on). Equilibrium: Increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank. Does not stack with Equilibrium aura. Fatiguing: Gain 2% less special attack per rank from all attacks. Genocidal: Deal up to 7% extra damage depending on how far you are through your Slayer task. Glow Worm: Provides light equivalent to a bullseye lantern. Hallucinogenic: Causes you to see strange things... Hoarding: Protect Item protects two items instead of one (does not work in PVP Areas). Impacient: 9% chance per rank for basica ttacks to generate 3% extra special attack. Inaccurate: Reduces the weapon's accuracy by 1% per rank. Invigorating: Boosts special attack gained from basic attacks by 10% per rank. Junk Food: Food gives 3% less health per rank. Looting: Most enemies have a 25% chance to drop an additional high-level resource. Lunging: Increases max hit by 1% per rank the further the target is. Mediocrity: Reduces maximum hit by 3% per rank. Mobile: 25% chance of restoring 1% special attack energy while moving around. Mysterious: Has a mysterious effect... Planted Feet: After standing still for at least 10 seconds your max hit increases by 5%. Precise: Increases your minimum damage by 1.5% per rank of your maximum damage. Scavenging: 1% chance per rank to get an uncommon Invention component as a drop from combat (with a 1% chance it will be a rare component). Shield Bashing: 5% chance per rank to reflect 10% of incoming damage to your enemy. Spendthrift: 1% chance per rank to deal 1% extra damage per rank, at the cost of 1 gold coin per extra point of damage dealt. Talking: Gives your gear more personality. Taunting: Provoke affects enemies in a 5x5 square around its target, causing those that are already in combat to attack you. Trophy Takers: 3% chance per rank a slain creature will add zero kills to its Slayer assignment; 2% chance per rank it will add 2 kills. Ultimatums: Reduces the special attack cost of all weapons by 5% per rank. Wise: While equipped, +1% per rank additional experience. Armour Perks. 'X' Bait: Damage to 'X' is reduced by 30%. 'X' Slayer: Deal +7% damage to 'X'. Absorbative: 20% chance to reduce an attack (damage received) by 5% per rank. Aftershock: After dealing 500(OS)/5,000(Pre-Eoc)/50,000(RS3) damage, create an explosion centered on your current target, dealing up to 40% per rank weapon damage. Antitheism: Denies access to protect prayers/deflect curses. Biting: +2% chance per rank to critically hit opponents. Blunted: Reduces the weapon's damage by 1% per rank. Brassican: Always sometimes cabbages. Brief Respite: Heal 4% of max life points 10 times over a period of 40 seconds when below 10% of maximum hitpoints increased by 10% per rank. Bulwark: While in combat and wearing a shield, this perk activates for 1 minute to reduce all incoming damage by 6% increased by rank. Cautious: Cannot auto-retaliate while this item is equipped. Clear Headed: Shortens the duration of all stuns by 10% per rank. Committed: Always skulled while this item is equipped. Crackling: Periodically zaps your combat target for 50% per rank of your weapon's damage (or 10% per rank in PvP). Crystal Shield: Has a 10% chance to activate on taking damage, lasting 10 seconds. 5% of damage taken per rank is totalled for this period, for the following 30 seconds damage taken will be taken from the stored damage until the stored damage is entirely used, or the 30 seconds is up. Devoted: 3% chance per rank on being hit that protection prayers will work at 100% (or 75% in PVP) for 3 seconds. Efficient: Charge drain rate for this item is reduced by 6% per rank. Energising: Increases special attack restoration by 1 per rank. Enhanced Efficient: Charge drain rate for this item is reduced by 9% per rank. THis does not stack with efficient. Enhanced Devoted: 4.5% chance per rank on being hit that protection prayers will work at 100% (or 7.5% in PVP) for 3 seconds. This does not stack with Devoted. Enlightened: +3% Item XP per rank (for the item it is installed on). Equilibrium: Increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank. Does not stack with Equilibrium aura. Fatiguing: Gain 2% less special attack per rank from all attacks. Glow Worm: Provides light equivalent to a bullseye lantern. Hallucinogenic: Causes you to see strange things... Hoarding: Protect Item protects two items instead of one (does not work in PVP Areas). Impacient: 9% chance per rank for basica ttacks to generate 3% extra special attack. Invigorating: Boosts special attack gained from basic attacks by 10% per rank. Junk Food: Food gives 3% less health per rank. Looting: Most enemies have a 25% chance to drop an additional high-level resource. Lucky: 0.5% chance per rank when hit that the damage dealt will be reduced to 1. Does not stack with the equivalent Warpriest set effect. Mediocrity: Reduces maximum hit by 3% per rank. Mobile: 25% chance of restoring 1% special attack energy while moving around. Mysterious: Has a mysterious effect... Preparation: While in combat and wearing a shield, there is a 5% (increased per rank) chance of reflecting 10% damage to your enemy. Profane: You are prevented from drinking prayer potions. Reflexes: 5% chance per rank to ignore any stun or freeze. Scavenging: 1% chance per rank to get an uncommon Invention component as a drop from combat (with a 1% chance it will be a rare component). Shield Bashing: 5% chance per rank to reflect 10% of incoming damage to your enemy. Talking: Gives your gear more personality. Taunting: Provoke affects enemies in a 5x5 square around its target, causing those that are already in combat to attack you. Trophy Takers: 3% chance per rank a slain creature will add zero kills to its Slayer assignment; 2% chance per rank it will add 2 kills. Turtling: When below 10% health, you become immune to any damage for 3 seconds increased for +1 per rank. Has a 1 minute cooldown. Ultimatums: Reduces the special attack cost of all weapons by 5% per rank. Wise: While equipped, +1% per rank additional experience. Tool Perks. Antitheism: Denies access to protect prayers/deflect curses. Brassican: Always sometimes cabbages. Breakdown: When finishing a smithing item has a 0.8% chance per level, per bar used, of giving components as if you would've disassembled it. Butterfingers: Has a 3% chance per rank of dropping the resource you have just gathered. Cautious: Cannot auto-retaliate while this item is equipped. Charitable: Has a 1% chance per rank of putting an extra item by other nearby players after successfully gathering a resource. Cheapskate: Has a 1% chance per rank of transmuting a gathered resource to a lower tier. Committed: Always skulled while this item is equipped. Confused: Has a 1% chance per rank of teleporting you randomly after successfully gathering a resource. Efficient: Charge drain rate for this item is reduced by 6% per rank. Enlightened: +3% Item XP per rank (for the item it is installed on). Fatiguing: Gain 2% less special attack per rank from all attacks. Furnace: Has a 5% chance per rank of consuming a gathered resource for an extra 100% XP. Glow Worm: Provides light equivalent to a bullseye lantern.
  11. Added rares, will get to more slayer rares when I remember :p
  12. Update: Added consumable codexes (Lunar/Ancients/Curses), added Leng (T85 & T95) prices, adjusted Scripture of Wen/Ful prices, other prices are stable so far.
  13. Welcome again to @Xero Rng and @Almost Done to the team - this time as official server helpers, your performances were stellar.
  14. Hiya, this is my guide for the Arch-Glacor - specifically it will be for recommended gear & setup, and for the Arch Glacor's mechanics. It is firstly recommended to test the boss out in Normal mode, you can disable and enable mechanics as you see fit, easier to learn that way. Part 1: Mechanics. So for mechanics there are the basic auto-attacks, and 6 unique skills that the Arch Glacor performs. -------------------------- Auto Attack: Arch Glacor attacks with its right arm. This will deal magic damage. *Gif just for reference, the animation is different. Creeping Ice: Arch Glacor spawns Creeping Ice from one side, or both sides of the Arena. These knock the player in the direction they spawn and deal melee damage. Glacyte Minions: Arch Glacor will spawn 4 minions (2 melee, 2 mage), they must be killed before you can continue to damage the Arch Glacor. When a minion is killed they leave behind an 'unstable core' which can be activated to deal 25/250/2500 typeless damage. Flurry: In this phase, the Arch Glacor will now either use Magic or Ranged attacks dependong on the arm used. If Arch Glacor attacks with its right arm, the damage will be magic. Alternatively, if the Arch Glacor attacks with its left arm, the damage will be ranged. *Ranged attack below, Arch Glacor uses its left arm. *Feel free to reference 'Auto Attack' for it attacking with its right arm. *Gif just for reference, the animation is different. In Hard Mode the Arch Glacor adds in a large melee swipe to its attacking pattern with Flurry. Pillars of Ice: The Arch Glacor will spawn 3 pillars of ice which chase the player, on contant they deal damage and drain prayer. Avoid these as best as you can. Click here for a video example of pathing that can be used to avoid the pillars. Courtesy of @Captn Levi. Exposed Core: The Arch Glacor will collapse onto the bridge, trapping the player in a closed space with its' core exposed. You must kill one of the two arms for the phase to end, during this time, the Exposed Core does damage increasing every second. Frost Cannon: The Arch Glacor will turn into a cannon, dealing a large amount of damage to the player. You can mitigate most of the damage with Mage pray, and a Divine Spirit Shield in higher enrages. Part 2: Equipment. For equipment, it entirely depends on Normal Mode or Hard Mode, and if on Hard Mode, it depends on the enrage you are at (since Arch Glacor's HP and damage scale with enrage). -------------------------- For Normal Mode, it is entirely possible to do this with little investment. With all mechanics on, it is recommended to bring an AOE Weapon alongside your regular weapon. Tier 70 Equipment such as Bandos, Subjugation, and Armadyl are absolutely viable. Something like a Chaotic Maul and a Dragon/Crystal Halberd for the minions for Melee. Chaotic Crossbows to DPS and Red Chinchompas to swap to for the minions for Ranged. Weapons such as a Chaotic Staff or a Camel Staff and the typical Barrage spells for Magic will work. Don't forget a Divine Spirit Shield for a quick-swap to lower the Frost Cannon damage. Should you turn off the Minions mechanic, feel free to remove the recommended AOE weaponry. -------------------------- The above gear could also be used for Hard Mode, I would say that maybe roughly 250~ enrage would be when it gets difficult. Upgrading to T90 gear will help an inexperienced player hit the mid 500s in terms of enrages, whilst an experienced player could potentially reach upwards of 1000+. Such gear can be Masterwork Armour or Anima core of Zaros - for Melee. Sirenic Armour or Anima Core of Zamorak - for Ranged. Tectonic Armour or Anima core of Seren - for Magic. The end-game upgrades will take you even further. Trimmed Masterwork, Elite Sirenic, and Elite Sirenic being the best-in-slot power gears at the moment. *Reliably doing 1000+ requires skill, insane gear, and constant attention. Part 3: Loadout. Your typical loadout should include a combat-benefitting potion, prayer restoration, possible utility items, food. Be sure to not forget your Divine Spirit Shield to swap to, and/or a potential spec weapon/Essence of Finality swap. Potions such as Overloads, Supreme Overloads, Elder Overloads or Elder Overload Salves are the essentials. Items such as the Enhanced Excalibur and the Heated Tea Flask can be used to heal over time, whilst the Ancient Elven Ritual Shard can be used to restore prayer over time. Super Saradomin Brew flasks for healing (as Overloads keep your stats topped up). Powerburst of Vitality for high-enrage climbing for more safety against the Frost Cannon. In terms of Summoning Familiars, you can take a Bunyip or Unicorn Stallion for passive healing, a War Tortoise, Pack Yak, or a Pack Mammoth if you want space for more supplies (consumables), or a skill-specific Nihil Familiar to increase accuracy. Thanks for checking out my thread, hopefully this can help the players getting into Arch Glacor, or are wanting to get into streaking & enrage climbing.
  15. I'd say something like 20m in the gen store would be a fair tradeoff
  16. To my knowledge the Dinarrows are likely to be unavailable, but Deathspore and Splintered arrows should be a possibility.
  17. So I want to suggest a Cleansing Cloth - which would have two specific options. Removes the dye from the item, deleting the dye in the process. Removes the dye from the item, deleting the item in the process. Credit to @Silent hill for bringing this up - but it would also be nice if this could be used to remove colouring from EOFs aswell~
  18. Seeing how the Equipment Separator can function properly and save perks (just the functionality of saving perk data) can we also have the possibility of dye'ing pre-Augmented Gear?
  19. I likely will for the higher-end items since those are more drastic changes than the lower-end items (by end I just mean in terms of prices, a 10% change on an item worth 10m is barely noticeable - a 10% change on an item worth 2b is definitely noticeable for example).
  20. Hi everyone! This is just going to be a generic price guidance, whether you follow it or not is up to you - I'm going to be basing this from the Grand Exchange sales that actually happen, and not mindless offers in the player listings (since I have access to logs). Hopefully this can serve as a guidance for item prices. Keep note that there is such a thing as 'Supply & Demand' - these prices may not be accurate if an item has stagnated in sales, expect a 50/100/200/300%+ markup for items that are rarely traded, or there are little of. Prices of items can always fluctuate, these are the general prices at the time of creating this thread. Prices are subject to change as time goes on. You can CTRL+F for: [S1] : Skilling Items & Consumables! [S2] : Combat Triangle Equipment! [S2a] : Melee Equipment! [S2b] : Magic Equipment! [S2c] : Ranged Equipment! [S3] : Hybrid Equipment! [S4] : Pocket [S5] : Amulet/Necklaces [S6] : Rings ------------------------------------------------------- [S1] : Skilling Items & Consumables! Note: Prices are 'per' individual item, in case of potions - price divided by dose number for price per dose. Food/Potion/Consumable: Gathering/Other/Etc: Clues: Rares: ------------------------------------------------------- [S2] : Combat Triangle Equipment! ------------- [S2a] : Melee Equipment! Melee Weaponry: Melee Armour: ------------- [S2b] : Magic Equipment! Magic Weaponry: Magic Armour: ------------- [S2c] : Ranged Equipment! Ranged Weaponry: Ranged Armour: ------------- [S3] : Hybrid Equipment! ------------- [S4] : Pocket Slot Items! ------------- [S5] : Amulet/Necklaces! ------------- [S6] : Rings! Feel free to leave a comment below, or hit me up with a private message if higher-tier gear (T70+) that has a decent trade volume is missing. Thank you. End.
  21. This feedback is solely based on what I'm seeing in the community, and what has been told to me. This thread will not mention the bugs, as those do not directly affect the difficulty of the content itself. Hard Mode monsters should hit just a bit harder, they are a non-threat at most, if not all times - some prayer penetration would work (50% would likely be a sweet spot). Challenge 2 (Wave 10): the Unbreakable TzekHaar-Ket just dies too quickly, it needs to have at least 3 times the HP it currently has, possibly 6 times for Hard Mode - paired with this, Normal Mode should ignore all damage under 650, and Hard Mode should ignore all damage under 900 (it's being one-shot in both Normal and Hard Modes). Alchemist Keys are fairly abundant even in normal mode, lowering the GP given down to 300k (+-10%) would be a fair number. If anybody has any more feedback in regards to the Zuk waves (do not include bugs, please and ty) - then feel free to comment below.
  22. That's a nice life story if I've ever read one, welcome - hope you enjoy your time here~
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