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notasoupbowl

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Posts posted by notasoupbowl

  1. If you key all your floors and have high skills like agi, thief, craft, pray etc the non tk skills, cosmics are decent for running out and getting the gt into important places fast.

    If you aren't a "pro" keyer you are better off using laws. Even then not many choose cosmics.

  2. As my previous post on this implied negativity towards 2h (which is unintended, just I dislike negativity towards baxe) I added the relevant points that games and mazz suggested:

     

    I recommend - Use a primal baxe over primal 2h if you: Pray flash, make ragers in warps, prioritize low def monsters first in teams, have a blood necklace, overload before floors frequently, have a csb bound & are a competent dnger in doing things such as looting/checking map losslessly

     

    Many people prefer 2h over baxe because:

    - it hits better when you really need it to - i.e. on bosses, mercs, ramos etc.

    - they do not understand DPS, (like prefering a Godsword over Whip because it hits higher, except in this scenario it is not clear-cut; they are quite comparable)

    - they do not prioritize in gds

    - they do not flash turmoil or piety

    - they see almost all the best players bind 2h, as

    • 2h suits hex bind more than baxe (due to dino armour & having to melee more melee-resistent things)
    • 2h suits cosmics/law bind more than baxe (due to having to melee even more melee-resistent things)

    - you gain an additional tick to do the following things inbetween combat turns:

    • loot food / charms / drops etc
    • check map
    • mine ore for ragers
    • luring monsters to a safespot or more importantly to the next door you are entering

    - you have a higher average hit when only attacking once, i.e.

    • gatestone trick
    • running through gds to open a non-gd door, i.e. attack once as you run
    • running to attack next monster that is far away

     

     

    The 2h is the best all-rounder. And most of the good dngers are suited to bind it due to their preferance in binds.

    Being the best all-rounder, if you do not use a csb it will perform better on average, especially in solo gds

     

    I am not going to argue whether csb is better than cosmics/laws. That's a different topic & I'll leave that to personal preferance.

     

    If DPS was all that mattered the ideal hero map binds wouldn't have a chain/plate in them. The majority of gd's SHOULD be solo'd anyway so the whole prioritizing monsters promotes an incorrect approach to how to DG as a whole.

    Defensive binds are good for pathing.

    When not suiciding, a lot of otherwise solo gds are done by the team instead. But yes, small path gds should be solo'd ideally. However, this does not mean prioritization should be ignored completely, as it is still important in all team gds. I suppose talking about prioritization too much does promote bad habits in terms of ggs movement & wanting the person with the highest dps in a given gd to come to the gd rather than path. Prioritization should not be ignored though still. But I do try and stress that pathing is always more important & ggs should be on the biggest path always.

  3. Some really interesting advice here, everyone! So far I'm certainly leaning in favor of the battleaxe. Also, how does a Primal Battleaxe stand up to a Primal 2h? I won't have access to one myself for quite a while, but I'm just curious.

     

    Primal 2h and primal baxe compare much better though.

    It's generally worth a primal baxe over prom 2h. It helps the baxe shine over 2h if you pray flash, make ragers for warp bosses & prioritize weak monsters first (while in a team).

    For primal baxe over primal 2h I'd add a bneck requirement + no-hex bind in there.

    I recommend - Use a primal baxe over primal 2h if you: Pray flash, make ragers in warps, prioritize low def monsters first in teams, have a blood necklace, overload before floors frequently & have a csb bound.

     

    Many people prefer 2h over baxe because:

    - it hits better when you really need it to - i.e. on bosses, mercs, ramos etc.

    - they do not understand DPS, (like prefering a Godsword over Whip because it hits higher, except in this scenario it is not clear-cut; they are quite comparable)

    - they do not prioritize in gds

    - they do not flash turmoil or piety

    - they see almost all the best players bind 2h, as

    * 2h suits hex bind more than baxe (due to dino armour & having to melee more melee-resistent things)

    * 2h suits cosmics/law bind more than baxe (due to having to melee even more melee-resistent things)

     

    The 2h is the best all-rounder. And most of the good dngers are suited to bind it due to their preferance in binds.

  4. So if I currently have a gorg 2h, like to solo for the most part until my last few floors (30-35), I should switch to a baxe?

    The baxe would be a bit better on low level things. The 2h would be better on bosses and the occasional high level mage/ranger in a gd. It compares better than prom baxe vs prom 2h. For soloing if you have a csb bind & turm/piety flash it may be worth it. Otherwise I would suggest gorg 2h over the baxe.

     

     

    As a sort of guideline, a primal battleaxe always beats a prom 2h if you have a blood neck. A battleaxe of the same tier is really only worth it if you have two or three dps boosters, e.g. neck + gaunts + boots.

    It depends on the tier a fair amount, like prom baxe gets pretty wrecked by prom 2h but primal baxe compares well to primal 2h.

    As a general guideline, I think it needs to include pray flashing, a bneck & prioritization & discludes the use of prom baxe over prom 2h ever (unless maybe strictly soloing with bneck, csb & pray flashing)

  5. Promethium 2h pretty much wrecks promethium battleaxe. Primal 2h and primal baxe compare much better though.

     

    It's generally worth a primal baxe over prom 2h. It helps the baxe shine over 2h if you pray flash, make ragers for warp bosses & prioritize weak monsters first (while in a team).

    For primal baxe over primal 2h I'd add a bneck requirement + no-hex bind in there.

  6. But in all seriousness, I'm gonna be going for keyer rank sometime soon and I was wondering what exactly I should do? What should be average time be and all that?

    Go to xpw, start a keyer spreadsheet, once it has 25+ floors you can can fill in an application form for keyer rank, and then be tested by 4 dgs ranks.

    In terms of average time, the only cutoff is that we don't consider people with an average above 30 mins.

    Your personal average time is a measure of skill, teammate's skill, and # of deaths. So we judge based on your teammates etc.

     

    Make sure you know how to be smart about gating, organizing the team, and the other things like dps, boss strategies, combat techniques, puzzles etc.

    I recommend rereading my guide and thinking about efficient map prioritization while dnging.

  7. I'm wondering whether a Primal Maul will be better than a Gorg 2h when my third bind is a CCS with a Surgebox. It seems that most things that are weak to crush are also weak to Magic (Forgotten Warriors with plates, Earth warriors, Fire giants etc). Is the accuracy of a Maul good enough on monsters that are weaker to slash?

    No, bind gorg 2h + ccs. Maul is horrible against zombies etc.

     

    I just bound a blood necklace(w00t!), along with my primal baxe and ssh.

     

    I know to constantly surround myself with as many monsters as possible, but is there anything more to it than that? Don't attack level 3 bats and books, of course, as the BN will one-hit them. If anyone has any extra tips on maximizing the use of my BN, let me know. =D

    Kind've trivial knowledge, but it only activates on monsters that are aggro'd on someone + bosses

    It can be used to KO lum icefiend and stomp if you fail to ko regularly.

  8. Yea, I imagine at 25k a dose(or whatever it costs atm), you wouldn't do this unless you trained herblore with overloads and have many more than you could ever hope to use.

    Dg costing 50-100k/h is not very expensive. Depends on your income, but I'd say it's worth it at most incomes.

    Think of it this way - Would you spend an hour to have 40 large dngs with 5 mins of overloaded stats and free 500 lp healed?

  9. Assuming you only had supers(going to get extremes soon), would those be worth using before a floor?

     

     

    No, the reason that people use overloads before a floor is because when the floor starts, even though the stat boost effects go away, you are healed back up to full HP and, after 5 minutes into the floor you still get the 500LP back that you would have got when your overload runs out. (I believe that is why it's done, if I'm wrong, someone correct me).

    You do get the stat boost effects and the 500 lp healing after 5 mins when the stat boost goes away.

  10. EDIT: When 3stats/10stats/monolith has more than 1 door in it, occasionally one of them would be a GD or a skill door, just saying ;)

    I know this holds true for 3stats and monos occasionally, but are you sure about 10 stats? I've never seen/noticed it for 10 stats personally. If it were a gd ever I'd probably notice.

     

    So my best bet if I were to dungeoneer with DGS is to bind an empowered fire staff/celestial catalytic staff and hope that the keyer will allow me to dungeorneer with them?

    If you have odd binds such as this, you should inform teammates when hosting or when joining a team. But I don't think most people will mind.

  11. Attack, Strength, Defence: 80/90/99

    Magic: 81/95

    Prayer: 70/95

    Summoning: 81/91

    Runecrafting: 70

    Mining: 80/90

    Thieving: 80/90

    Herblore: 91-99

    Construction: 75

    Farming: 84

     

     

    These are the most important levels for efficient dging, in general order of importance.

    Ideally you should aim all your stats for 94 or 99, but make sure you have at the very least the first option in all of these first.

  12. Use turm/soul split with crush style for all forms except the mage form and the last form.

     

    On the mage form you should have your hexers hex him with mage protect prayer on, and have your meleers cross and attack with crush, with atleast one person gating the opposite side to quickly move the gt on the range form. The mage for is the only form where you should use a protect prayer. when you hit the range form, have the person who gated the other side move the gt across, with someone gating the original side to mgt back over at the end of the phase. You should not pray range here, occasionally Kal ger will heal a tiny bit at the end of the range form but I'm not entirely sure of the reason for this. On the final form where he picks up the maul, dont use any sort of boosting prayers such as turm or piety, however you should still soulsplit.

    You slash the ranger form apparently (probably the mage form too without hex)

    At the end of range form if kalger is ko'd by blood necklace he will heal back to begining of range form.

     

    Yes, if he attacks 10x while you have mage pray on he gets angry and can hit very high for a hit or two, but it is worth mage praying the entire form.

    GS trick when he gets angry

     

    Rest of what you said was good

  13. Slightly off topic, but can anyone confirm/disprove that the door that opens up to the boss room will ALWAYS be either a key door or a guardian door. (No skill doors, for example; not sure about door doors.) I realize this is a pretty random bit of information, but I'm curious =p.

    It will more likely be a key door because of the way the critical path works.

    The rooms aren't linear on the map to get to the boss, so to require you to do the entire path they have to put boss behind a key door (but not necessarily directly behind).

    They could also do key door > gd > boss, or key door > skill door / puzzle room > boss, with the latter being rarer.

  14. EDIT: Same thing. You're treating it as if I'm claiming that condition 2 is common while I'm only laying out what to do when both conditions are in place, however unlikely that would be.

     

    You're right in saying that condition 2 shouldn't be met if a team is competent but the fact of the matter is that not everyone is. Not accounting for sub-optimal circumstances and continuing to operate as normal is the same as ragequitting because of a bad first half. Being able to make the most of a bad situation is important.

    DGS is largely about learning to be competant. If you are a [cabbage] dnger, you will have to make armour and cook to survive.

    Since we want people to improve their skills - we disallow this.

    Obviously, in some situations for the inexperienced dnger it'd be better to cook or make armour for the short term xp/h.

    But in the long term, this is only hurting your abilities and xp/h in the end.

     

    Your example is a much less extreme version of this - it may save you xp in the short run, but is inefficient because you need to learn combat techniques.

     

    If this is the case, I'll have to retract what I said. I can actually understand the reasoning behind this. In hindsight, I'm not even sure why I thought this was a good idea. My learning process for Dawn of War (a game in which I played at the top level after a short period of intense training) involved playing against my mentor over and over again, ragequitting the moment I had made a mistake and essentially replaying the initial conditions of the previous match until I had ironed out every single error individually. It worked so I don't see why it wouldn't in this case.

     

    EDIT: Rebecca Black's new song... isn't actually that bad.

    It also requires those who are good at combat mechanics & dging to sacrifice xp/h on your behalf, which is greedy of you.

    So I have no problem with those who like to dng inefficiently or slowly, but they can't be in dgs.

  15. EDIT: Same thing. You're treating it as if I'm claiming that condition 2 is common while I'm only laying out what to do when both conditions are in place, however unlikely that would be.

     

    You're right in saying that condition 2 shouldn't be met if a team is competent but the fact of the matter is that not everyone is. Not accounting for sub-optimal circumstances and continuing to operate as normal is the same as ragequitting because of a bad first half. Being able to make the most of a bad situation is important.

    DGS is largely about learning to be competant. If you are a [cabbage] dnger, you will have to make armour and cook to survive.

    Since we want people to improve their skills - we disallow this.

    Obviously, in some situations for the inexperienced dnger it'd be better to cook or make armour for the short term xp/h.

    But in the long term, this is only hurting your abilities and xp/h in the end.

     

    Your example is a much less extreme version of this - it may save you xp in the short run, but is inefficient because you need to learn combat techniques.

  16. This is an extension to my discussion with (mainly) Nint about the value of a keyer doing a boss with the team as opposed to running doors while the rest of the team takes down the boss. While the discussion was going on in the CC, the flood of knee-jerk reactions stemming from misunderstanding my point moved the chat so quickly that nobody got a chance to actually read it properly.

     

    Before I begin, I must clarify that I measure efficiency by the exp net exp gained by a team. In this case, speed =/= efficiency.

     

    My original proposition, made after a runebound fought by two people out of the three that weren't DCed resulted in -81% exp for everyone, was that the keyer should join in on the boss, given these conditions...

     

    1. There will be deaths during the boss that equate to a net exp reduction that can be termed as inefficient (each death does not save time worth its respective % of -exp in floor time).

    2. The keyer will likely make a difference in combat, preventing enough deaths to make the lost time worth the prevented deaths.

     

    It's a pretty damned simple conclusion that requires only logical deduction to arrive at. It also doesn't say much because of that but is correct, regardless. Assuming that every single argument made by a bad DGer is incorrect because they are a bad DGer is not good practice.

     

    EDIT: I've posted this instead of taking it to PM because there was a large number of people involved in the discussion that would have walked away thinking that I'm a complete imbecile because of reputable people misconstruing what I said. I may be a complete imbecile for other reasons but this is not one of them.

    No, you are wrong. You likely do not understand combat tactics such as ss flashing and hiding behind the crystals while melee pray is activated. You also probably did not pick up enough food during gds or featherfoils/buckthorns or use an altar.

    It is always worth it to start on the boss asap, except for thunderous.

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