Inuashakent Posted August 15, 2008 Share Posted August 15, 2008 90 Range 98 Hp 72 Prayer 95 Defence 90 Summoning. What should I bring in my inventory? Which familiar should I bring? Thanks. [Summoning guide (AOW)] [Slayer guide] [Melee & Brawl player] Link to comment Share on other sites More sharing options...
wioneo Posted August 15, 2008 Share Posted August 15, 2008 Something I sent to someone a while ago...but I'll edit it a bit for your higher levels. Hiya. This is my setup... ++Equipped -arma helm -fury(or sara stole depending on which I feel like using) -karils top(arma plate wpuld be better) -karil bottom(arma bottom would be better) -sara bracers -zammy book(some people say that DFS is better, but from personal experience 10 mage def doesnt make a difference, and the book gives 8 range and 5 prayer) -snakeskin boots(ranger boots would be better, but im not risking that) -rune crossbow -accumulator -mith grapple(drop it once you're in) ++Inventory -home tab -summoning potion -bolt pouch(with 450 diamond, 225 addy, 225 ruby) -titan scrolls(unicorn scrolls, 200 should be much more than enough) -10 sara brews -9 super restores -2 fire runes -2 law runes -3 prayer pot ++Turtle -extra turtle -fire titan(unicorn for you) -16 brews I take turtles so I've got a few extra spaces, but I use 26 total brews with 9 restores. You should probably take 23 brews with 8 restores. I'm not sure how much brews would heal at your HP level, but wait until your HP gets down to or just under when 3 doses would max out your HP(base HP+however much brews heal) then take a restore sip. I use a bolt pouch to save a couple spaces. Use the addy bolts for KC, kill aviansies with range prayer and use the pray pots. I usually use 6 doses, you'd probably use a little less what with higehr range. You can't switch ammo in your pouch while you're fighting, so just use diamond bolts until you have a space to put rubies so you can switch to them at the beginning of the kill. Other than that...just run in with range protection on at ALL TIMES while kree is alive, or else you WILL DIE. As long as you don't notice prayer getting too low, use steel skin and eagle eye. Once you have the inventory space, use ruby bolts until it's around half HP then switch to diamonds. After Kree is dead, the minions attack whoever is hitting them, so everyone should attack a different minion. If there's only 2 people, make sure whoever is getting hit by two has kilisa(melee) on them. Geerin(range) is the strongest, and then Wingman(mage). Umm....if I forgot anything just ask, and use the crack instead of the boulder when you're coming in, it's faster. EDIT: Pouch slots might've held 255 bolts each instead of 225 like I said above...haven't done a trip in a while, so just swap 450 for 510 I suppose. Barrows: 9~2 V Brass,V Flail,2 Dh Plate,V Helm,V Skirt,T Legs,Malevolent Shield + DKing: 48~6 W Ring,13 A Ring,8 M Staff,9 S Ring,7 B Ring,3 SeercullDragon Drops: 500+~50+ Med,26 Axe,3 Chain,10+ Legs,10+ Spear,2 D2h,10+ L Half,49 Boots,2 DDs,10+ Lump,9 Claws,50+ Dagger,14 Visage,50+ Mace,4 Scimitar,7 Hasta,Baxe,50+ Long,30+ Royal,2 Kite,4 Ward,2 Plate,Staff,Hammer,Limbs, Mattock,HalberdGWD: 156~4 S Staff,50+ Shard,9 B Tass,13 B Plate,5 B Boots,6 A Plate,11 S Sword,8 A Hilt,4 A Skirt,9 A Helm,S Hilt,3 B Hilt,B Glove,2 A Buckler,Z Ward,Z Garb,2 Z Boots,B Shield,B Helm Corp: 3~Elysian,2 Sp Sh + Nex: 6~Torva Legs,Cere,P cowl,Z bow,2 T boots + GWD2: 9~2 Glaive,Wand,2 Crest,Blade,2 Essence,Core + Araxyte: 5~Web,3 Pheromone,Fang + Raids: 4~3 Codex,P Boots + Trails: 2~Bob Shirt,Fortunate Etc: 64~3 Sceptre,B Mask,16 Whip,2 Focus Sight,5 D Bow,7 SOL,Ragefire,2 Steadfast,Arma Staff,6 Rider Armor,5 Vine,2 Razorback,2 A Wand,Abby Orb,3 Blood Shard,6 Hydrix,Gland,Asc Xbow [spoiler=Capes]Quest Cape Aquired 12-7-07 ~ Level 93 + + + Completionist Cape Aquired 5-22-15 ~ Level 138Hitpoints Cape Aquired 9-21-09 ~ Level 131 + Magic Cape Aquired 9-24-09 + Attack Cape Aquired 3-5-10 ~ Level 135 + Summoning Cape Aquired 3-12-10Strength Cape Aquired 6-1-11 ~ Level 137 + Fire Cape Aquired 6-23-11 + Defence Cape Aquired 7-5-11 + Ranged Cape Aquired 8-1-11 + Kiln Cape Aquired 2-26-12 ~ Level 138Dungeoneering Cape Aquired 4-22-12 + Slayer Cape Aquired 6-25-14 ~ Level 200 + Herblore Cape Acquired 12-9-14 ~ Level 138 + Prayer Cape Acquired 12-20-14Agility Cape Acquired 1-4-15 + Hunter Cape Acquired 1-30-15 + Construction Cape Acquired 1-31-15 + Crafting Cape Acquired 2-22-15 + Thieving Cape Acquired 3-18-15Runecrafting Cape Acquired 4-14-15 + Mining Cape Acquired 4-19-15 + Fishing Cape Acquired 4-25-15 + Firemaking Cape Acquired 4-26-15 + Woodcutting Cape Acquired 4-26-15Cooking Cape Acquired 4-26-15+ Smithing Cape Acquired 4-28-15 + Farming Cape Acquired 4-29-15 + Divination Cape Acquired 5-3-15 + Dungeoneering Mastery 5-4-15Fletching Cape Acquired 5-4-15 + Max Cape Acquired 5-4-15 + Invention Cape Acquired 11-9-16 + Invention Mastery 5-16-19 + Archaeology Cape Acquired 10-30-20 Link to comment Share on other sites More sharing options...
Deathmath Posted August 15, 2008 Share Posted August 15, 2008 It is 255, gotta like that setup, it's generic. You going to solo? Thoroughly retired, may still write now and again Link to comment Share on other sites More sharing options...
limdogs Posted August 15, 2008 Share Posted August 15, 2008 Start with a war tortoise and when you use up the stuff hes carrying, switch to unicorn. Wear one arma item (chest) if your going solo and do a death check before you leave so you dont lose it. arma chest, dfs, and barrows gloves should be the 3 items you keep. Make sure everything else is cheaper. 18 (4) brews, 6 (4) restores, 6 (4) range. Long range spiritual rangers from distance for kc so you dont get hit. Link to comment Share on other sites More sharing options...
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