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DeeKay

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Posts posted by DeeKay

  1. You'll be losing the ranger boots if you die, so it's not a good idea (both Karil's and Zamorak's top are already a 900k loss). If you bring Armadyl's top, then you won't be keeping it on death either, unless you use a cheaper amulet - a defence penalty with the glory amulet if you choose to.

     

    As for the explorer ring, it has a tiny Prayer bonus, and people usually bring it out of courtesy to fill in the empty ring slot. Still, both rings have their points, so it's your decision. A trimmed skill cape is an option if you don't forget chasing after bolts. The Excalibur is actually a very good idea, seeing as there's no use for your special bar in there, so it's definitely worth bringing.

  2. They can also be combined with the Constitution titan scrolls to negate the Defence and HP reducing effects. Probably the best use around there - get a few Prayer points, 21 Attack points and a bit of Strength, all from one inventory slot.

  3. Would like to add that the Bunyip is quite useless against the bosses. You're best putting a little more effort into it and getting another level for the Fruit Bat, which can replenish a lot more health.

     

    Also, you'll need 70 Agility to get to the Saradomin boss room's floor (fair amount to train).

  4. I would guess his survival relied a lot on the magic defence that shield provides, on top of the armour, against Skree, which hits as often as Kree'arra (if not more). The reason I believe it's not based on magic is because I used to do these trips with only ranging armour, and seemed to last a lot less than players with stats way lower than mine. I thought it wasn't enough as well, so I prayed Mystic Might through a whole a trip (mind the 150 magic defence points and 99 Magic on top). Closely looking at Skree and Kilisa, I noticed both of them barely hit, yet I kept getting damaged, so that's what I base my theory on.

     

    Also, if the rest of the team was equipped as your friend, then it's not surprising. I've witnessed spawns at which I got hit less than 50 HP, which is in par with the unicorn's healing rate.

  5. I've never soloed it, except that one time when I was killing aviansies and got bored, but I can tell you about the team effort setup so you'd have a clue.

     

    There's a guide here in tip.it which first introduced me to God Wars: viewtopic.php?t=723497 - best read this first.

     

    BoBs, as said, are indeed more useful than relying solely on healing familiars, although you should bring two fruit bat pouches and 300 scrolls to use after the first one has depleted.

     

    It's hard to [wagon] the minimum stats recommended, but yours are more than enough. As for the gear, the tank setup is the best combination for long survival. Example setups would looks like this:

     

    Recommended Equipment:

     

    White indicated the 3 items you keep on death, yellow the one saved by the Protect Item prayer, which should be kept on at all times.

     

    Equipment:

     

    208f9kn.png2j67hp1.png

     

     

     

    Inventory:

     

    2ykjfo3.png

     

    f0c3l3.png

    ^ Courtesy of KoA.

     

     

     

    The strategy is mentioned in the guide I linked to, with a few exceptions, most importantly the attacks Kree uses. While his main, ranging-based attack can hit in the 60s, his second attack, that hits up to the 20s, isn't based on magic, but on either ranged or melee, and is blocked more often by melee armour than by magic defence. The third direct attack, is a lot less accurate, but I don't know how high it hits. Max I think I've seen was 26, and that was a lot into my GWD career, so getting pecked more than 0 seems to be uncommon.

  6. Good read. Thanks for the info.

     

    One thing worth mentioning about long passwords that take 'years' to crack though, that it'll take so long if you have indeed numbers, lowercase and uppercase letters, and symbols. If you've a 12-character password that looks like this: 192837465182, for example, I don't think it'll take too long to guess (at one billion/s, with only 200 of them).

     

     

     

    Edit: I also noticed that these cracking programs, which I tried for educational purposes, tend to go from bottom to top, so it might not apply to all attempts, but passwords that start with 9 or z might be less likely to be discovered as the cracker might give up before any results have shown up.

  7. I'm not sure if its been noted but my friend who tanks for us brings Ice blitz to lure the Bandos General. It never missed the 40 or so kills we had and it froze him so there was no way to attack one of our offensive players.

     

    It's funny you should say it, because I went down there with over 120 offensive magic bonus, at 99 Magic, and couldn't freeze him a single time out of a dozen attempts. Maybe it's because I used the Ice Barrage instead of the Blitz, which doesn't make much sense, but I find this story hard to believe.

     

     

     

    As for Zilyana's update, there's still a ranging option, and I've seen a high-leveled team deploy it, but in this case everyone needs to have a Zamorak Godsword. Basically they just froze her by turns, which seemed to work pretty well in the minute or so I've been watching them.

  8. Can you explain the role of a healer when fighting Zilyana? I've got 70 Agility earlier today and went down there watching a team fight her. Sure looks tougher than killing Graardor and K'ril.

     

    Anyways, do you just let your team mates do all the killing and heal them between spawns using the Heal Other spell, or is there more to it? Also, it seems she actually chases the person who inflicts actual damage (red splash), while hitting 0s (blue splash) doesn't budge her. Is it so, or I got chased just because I managed to hit her with melee?

  9. I was wondering whether you can mention the Vengeance spell in the Bandos and Zamorak tactics. Basically it's one of the attackers that has a high enough level to cast it and to deal with the loss of three inventory spaces, and casts before and during the fight on the wall. The spell has a 30 second limit before recasting it, and returns 75% of the damage dealt back to the attacker. The general use is to cast it 30 seconds before the boss respawns, and recast it again after it's been used up during the fight. Roughly two casts are used per kill, so the amount of runes can be brought accordingly.

     

    On small teams (up to 5 players), Lunar magic can also be used to sync everyone's stats. This scenario uses the Boost Potion Share spell to equally share a potion between the caster and 4 other players (using up a dose per player). The advantage here is that the whole team is up to full (or boosted) stats, rather than the usual shuffle.

     

     

     

    On a different matter, I was wondering whether K'ril's special attack is based on Magic as well. The same animation seems to play for both and I don't know whether I should rack up serious magic defence (going to the 160s bonus) when being the wall, or just come up with regular equipment and Karil's top and bottom.

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