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Tormented Demons


Anon523

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Hi.

 

I'm a long time player but haven't really done much(or at all) of tds, gwd, dks and corp etc. Thought I'd start doing TD's since it's good money.

 

I'm maxed melee, 80 prayer, 88 summoning and 83 range. I'd like to know a few things.

 

1.) Is range important? If so, I can chin 99.

2.) What spec should I take?

3.) What's this "switching" that people talk of? I heard it's the most important thing.

4.) Luring tips

5.) What to take in inv, what familiar, what gear etc.

 

And any more useful tips will be welcome.

 

Thanks.

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1. Yea definitely it's better in the long run. Range accounts for about half the damage you do to a TD. The faster you can deal that damage the faster your kills will be.

 

2. Enhanced excalibur for healing. Dragon claws or halberd for damage.

 

3. Tormented demons can use protection prayers, and after you do about 300 LP worth of damage they'll pray to whatever you're using, and you'll need to switch out.

 

4. Use the northeast rock. Trap the western spawn on the smaller rock. Then alternate the middle and eastern spawns on the respective sides of the bigger rock. Look it up on youtube because it's quite confusing in words, really.

 

5. That really, really depends. After you figure out switching, you can rely almost entirely on a unicorn for healing. Then just take super sets and prayer potions, and maybe some summoning potions for extra healing by restoring the spec bar (I heard about this, but not being 88 sum quite yet I can't vouch for it), etc etc etc. And all the required stuff like two attack forms, darklight, etc etc.

 

Overall, go read a guide. If you're new to TDs there some important things you might not know to ask and people might not realize to tell.

 

Here's a guide with lots of goodies.

http://forum.tip.it/topic/211163-tormented-demons-solo-and-duo-guide/page__p__3209085__hl__tormented%20demon%20guide__fromsearch__1entry3209085

Only thing is, it recommends a safespot that I've personally found very finicky. Single killable spawn and disaster if you go a square or two too far.

That is the easier safespot though. As is the pillar right when you enter. Those two are rather obvious to figure out on your own.

Whereas, the various two-spawn methods with the big and small rock are weird, and I doubt I'd know them if I hadn't seen them demonstrated.

 

I'd be interested in duoing after I get 88 sum if you want to add me.

Disclaimer: The above is probably inaccurate.

 

the_zephyrus.png

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1.) Is range important? get 99 if you're planning on doing alot of tds.

2.) What spec should I take? dragon claws or halberd

3.) What's this "switching" that people talk of? they switch attack styles. you'll die if you can't switch right or fast enough.

4.) Luring tips. use north spot. you don't have to wait for spawns there.

5.) What to take in inv, what familiar, what gear etc. neit, karils top/bottom, fury, d boots, b gloves, obby shield/dfs ect, soul wars cape, broad bolts, whip, rune crossbow.

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The aow guide has a very nice luring guide. You shouldn't use hally at all,

hally>whip>godsword>chaotic weps. Bgs or zgs should be with a hally/claw

spec but sgs or ags is a spec wep itself. Range is very important here or

else you would depend on melée too much.

P.s. Never use ee for spec, it totally sucks

Manitstinks.gif

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