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[27-7-15] Elite Monster Spawns


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Elite Monster Spawns

Battling Gielinor's ferocious beasts is more exciting and more rewarding today, with the chance to spawn elite monsters.

Elites have a chance to spawn on the death of others of their kind, with one guaranteed spawn and greatly increased chance per kill when you take on a matching Slayer assignment.

 

The following monsters can now spawn elites:

Waterfiends
Harpie bug swarms
Nechryael
Aquanites
Earth warriors
Cave horrors
Cows
Ankou
Dust devils
Hobgoblins
Infernal mages
Dark beasts
Greater demons
Abyssal demons
 
 
Please Note

Edimmu elite spawns work as before, although they no longer despawn if there are no other players in the area, and remain for 30 minutes if not killed – longer than the 10 minutes that other elites will remain.
Also, elites will not spawn in the tutorial, if the Path System is active, or during Rush of Blood.
The spawn rates and mechanics of elite rune dragons are unchanged.


You'll recognise an elite by its unique name, and – if you are the player who spawned it – a special animation. Elites are initially protected: attackable only by the spawning player for three minutes, or until the player moves a significant distance from the elite, if sooner.
You can find out how long until an elite is attackable by clicking on it. Once the protection ends, the animation plays again, for everyone nearby. Then, it's fair game for everyone.
Elites are tougher than their brethren, and most have special attacks that make them extra challenging to fight.
The rewards make it worthwhile, though, particularly for slayers: an elite kill grants you 220% Slayer XP compared to a regular kill, if killed while on assignment.
The elites listed above will also give three rolls' worth of loot from their drop tables – including three chances for summoning charms.
 
Enjoy!

Training Slayer is ever more compelling with elite spawns. Have fun, and let us know what you think over on the forums.
The RuneScape Team


[hide=Patch Notes]The following fixes and tweaks have now been implemented. If you believe a change has not been documented, either in the patch notes or the news posts for this week's update, please detail the change so that it may be added.

As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game.

Skills, D&Ds & Minigames:

  • A spelling error in the Jaguar Big Cats Quiz has been corrected.
  • Fist of Guthix runecrafting gloves will no longer degrade too quickly.

Other:

  • Shieldbows now correctly provide PvM damage reduction.
  • Several boss mechanics have been updated to work correctly with all current abilities that stun.
  • The King of the Jungle title now appears as Queen of the Jungle for female players.
  • Big cat cubs now have 'Interact' and 'Dismiss' options like legendary pets (if 'Hide familiar options' is unticked).
  • After using a beast of burden pouch on a big cat cub, the cub will now have a 'Take BoB' option on the summoning medallion like legendary pets.
  • Non-legendary pets are now prevented from fighting each other.
  • Players can now store Tuska warpriest armour in the armour case in a player-owned house.
  • It is now possible to re-watch the 'Tuska Falls' cutscene as a non-member by speaking to the Astromancer on the Lumbridge dock.
  • Throwing discs no longer close other players' interfaces.
  • The message displayed when unlocking the Deckchair Resting emote now directs players to the Animation interface.
  • Super ranging potions have replaced ranging potions in Mazcab shops.
  • Grammatical issues within Trinks's dialogue have been resolved.
  • Durzag/Yakamaru bank presets are now saved correctly.
  • Yakamaru's sharks no longer trigger outside of the Raids area.
  • The hoe weapon can once again be retrieved from Diango.
  • An issue with some 'lucky' items having a drop option instead of destroy has been fixed.
  • The right-click Road Trip options have been removed from Fara and Heriau.

Ninja Fixes:

  • Vyre corpses can now be picked up with a full inventory if the player already has a stack of them in their inventory.
  • The panel at the bottom of the Backpack interface has been returned to its original size.
  • The Dungeoneering ferret room no longer requires the raw vile fish to be cooked one at a time.
  • Further improvements have been added to the Grand Exchange interface, based on feedback:
  • ]Lent items can now be returned via the Grand Exchange interface.
  • Framing has been added around the Grand Exchange interface to match the backpack and collect interfaces.
  • Framing has been added around the Buy/Sell sub-interfaces.
  • The '+1' button has been re-added to the Buy interface.
  • The spacing on the Grand Exchange interface has been made consistent.
  • Unnecessary spacing at the bottom - previously shown when searching for an item - has been removed to prevent confusion about the number of search results.[/hide]

 

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so 3 times the loot and 2 times the XP, seems a bit overpowered to me? But they said nothing about what is different in combat levels and such... I take it that elite spawns are higher leveled?

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so 3 times the loot and 2 times the XP, seems a bit overpowered to me? But they said nothing about what is different in combat levels and such... I take it that elite spawns are higher leveled?

 

Depends on how often they spawn. I assume not enough to make a big impact, but you know what they say about assuming, Jagex, and balancing.

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so 3 times the loot and 2 times the XP, seems a bit overpowered to me? But they said nothing about what is different in combat levels and such... I take it that elite spawns are higher leveled?

 

Depends on how often they spawn. I assume not enough to make a big impact, but you know what they say about assuming, Jagex, and balancing.

 

I hope so, that would make it a nice small upgrade to slayer.

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Retired item crew

I would like to be credited as essiw at the website update & corrections forum. Thanks!

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Hmm, since these guys are 3 rolls at a drop, would make champ scroll hunting slightly easier.

 

The slayer xp seems rather tasty, too.

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Killed a Powerful Waterfiend of Doom. 32k HP. Gave me 1100~ Slayer XP, much more than 220% of the regular 335XP that waterfiends give. Odd.

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Thank you ninja team, the Grand Exchange interface looks acceptable now! Like what I was suggesting X weeks ago  :rolleyes: .

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Killed a Powerful Waterfiend of Doom. 32k HP. Gave me 1100~ Slayer XP, much more than 220% of the regular 335XP that waterfiends give. Odd.

Doing some quick math, seems like this is 220% additional experience. So, actually 320% of normal.

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Spawnrates are confirmed to be 1/500 and at minimum 1 elite per task. I read that somewhere on twitter I think.

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guess who decided to piggyback off of a runelabs update

 

http://imgur.com/a/Cmp0L

 

that's right your friendly neighborhood money grubber

Great now to start working on surveys again...



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I've had an elite dust devil and greater demon. They seem to take around three times as long to kill as normal versions, making them no better than just killing three. I'll keep killing them as they appear but there is no real advantage I can see from the update.

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I've had an elite dust devil and greater demon. They seem to take around three times as long to kill as normal versions, making them no better than just killing three. I'll keep killing them as they appear but there is no real advantage I can see from the update.

One plus side I can see from them, is if on a slayer task you get ~three times the experience for only one monster taken off your current task.  Sounds like a slight xp/hr boost.  ^_^  Very slight I'm sure.

 

Or I could just be too much of an optimist.  Either way I'm happy. :)

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