November 18, 201015 yr what did the altar have to do with that... :huh: I know it wouldn't be necessarily tedious, but as far as I can tell, this thread is about maximizing Dung xp, and taking the extra time to make a better staff for situational use sounds questionable to me. You mentioned going back to the start room to make the staff, which isn't necessary, hence why I pointed out that it isn't necessary. It'd be worth it if you heavily rely on magic, which a lot of players do, especially for warped floors. It wouldn't take more than a few seconds and it's better DPS on a lot of warped bosses. Seems pretty efficient to me. To put it bluntly, [bleep] off.
November 18, 201015 yr oh, runecrafting altar...I was thinking of the ones you restore prayer on Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 18, 201015 yr So basically this is a guide for ONLY high levels/high total levels if you want to join a group? (from the looks of a quick read) Geez, not very helpful to those who know what they're doing but cant join due to lower combat. :S Popoto.~<3
November 18, 201015 yr So basically this is a guide for ONLY high levels/high total levels if you want to join a group? (from the looks of a quick read) Geez, not very helpful to those who know what they're doing but cant join due to lower combat. :S Not necessarily. Higher combat level is good, but higher total level isn't really. To put it bluntly, [bleep] off.
November 18, 201015 yr So basically this is a guide for ONLY high levels/high total levels if you want to join a group? (from the looks of a quick read) Geez, not very helpful to those who know what they're doing but cant join due to lower combat. :SIt's a guide for everyone, really, but I strongly recommend maxing combat before thinking about serious dungeoneering past 85. You can push your way to 85 for the cool stuff (rapier + arc stream + scroll of life and cleansing + frost dragons) at low combat, but beyond that training dungeoneering is really kind of futile at low levels. The teams will be bad, and you'll feel like it's an uphill struggle. Remember that dungeoneering is primarily an end-game skill that almost expects you to be very proficient in the game already. Though I agree with the above that, despite obvious intentions to the contrary, high total level can be a bit of a detriment to a non-keyer (though I really don't run into too many problems with it. I get sent to do a lot of pot doors and tend to be gating for skill actions every once in a while, but it's never a significant waste of time compared to if I had low skills). @Sirl regarding the staff: I guess it depends on how much you plan on maging. In my experience, though, it usually only takes a couple rooms and then a couple seconds to grab a piece of t9/10 wood, and then crafting/enchanting the staff takes the same amount of time as it would have with blood spindle. For an extra 10% damage, that seems pretty reasonable, especially if you're likely to be maging the boss. Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |
November 18, 201015 yr @Sirl regarding the staff: I guess it depends on how much you plan on maging. In my experience, though, it usually only takes a couple rooms and then a couple seconds to grab a piece of t9/10 wood, and then crafting/enchanting the staff takes the same amount of time as it would have with blood spindle. For an extra 10% damage, that seems pretty reasonable, especially if you're likely to be maging the boss. Pretty much nailed it. Another thing that might be noted... Fairly often, within 5 mins of the start, someone has already left some ent/grave branches at base. When I start out a dungeon, if I need to mage, I just use air. Air/wind will suffice until 1. I find an ent tree, or 2. Someone has left ent/grave branches at base. Uses up an extra 15-20 seconds at most, compared to buying blood spindle and making t1. 2461/2496 Total, 35 levels to CompletionistSunstriker: Path to Completionist Cape
November 18, 201015 yr magic is definately not underpowered in dung, aspecialy on warped bosses/floorsIts underpowered as your ONLY class is the point. Having a fire staff+surgebox really speeds things up, no making runes for dreadnaught, being able to mage greater demons+forgotton warriors, and maging across bridges when waiting for the person with 103 mining to come and finish the bridge really speeds things up. Downside is c1s. PITA to not have laws, but I just host a party, and door stand, and all is good. [hide=Drops]Araxxor Eye x1 Leg pieces x2GWD: 5000 Addy bar Steam B Staff x3 Z Spear x6 Sara. Hilt x2 Bandos Hilt x2 (LS, Solo)SS x6 (1 LS)Tormented Demons: Shard x6 Slice x5 Claws x9 Limbs x3DKS: Archer x21 Warrior x31 Berserker x30 Axe x51[/hide]
November 18, 201015 yr Quick question...how do laws help C1 rushing? There's no group gatestone in C1 (or I've been blind), and for personal gatestones, you use cosmic, not laws. Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 18, 201015 yr U gate to the leader. He stands near a key door, and the person who grabs the keys GTS. Way faster. [hide=Drops]Araxxor Eye x1 Leg pieces x2GWD: 5000 Addy bar Steam B Staff x3 Z Spear x6 Sara. Hilt x2 Bandos Hilt x2 (LS, Solo)SS x6 (1 LS)Tormented Demons: Shard x6 Slice x5 Claws x9 Limbs x3DKS: Archer x21 Warrior x31 Berserker x30 Axe x51[/hide]
November 18, 201015 yr how do you gate to the leader...when there's not group gatestone? Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 18, 201015 yr @ above, the leader is the group gatestone @ mage staff questioning, to get a dungeon started its much more reasonable to make the t1 staff, doing that for 10% extra is meaningless. during the early rooms youll just be maging forgotten warriors, fire giants, maybe skeles etc if you have a magable boss, usualy by the time you find the boss youll have had 15-20 mins to get a pair of logs for a better staff, optional but on a mageable boss its not bad however, dreadnaut takes 30 seconds for a team to kill, so doing all that for a 10% staff saves you a grand total of 3 seconds even a solo dreadnaut takes 2.5-3 minutes, saving you maybe 15 seconds
November 19, 201015 yr @ above, the leader is the group gatestone @ mage staff questioning, to get a dungeon started its much more reasonable to make the t1 staff, doing that for 10% extra is meaningless. during the early rooms youll just be maging forgotten warriors, fire giants, maybe skeles etc if you have a magable boss, usualy by the time you find the boss youll have had 15-20 mins to get a pair of logs for a better staff, optional but on a mageable boss its not bad however, dreadnaut takes 30 seconds for a team to kill, so doing all that for a 10% staff saves you a grand total of 3 seconds even a solo dreadnaut takes 2.5-3 minutes, saving you maybe 15 secondsYou still need to find the extra 1k for the log, which early on is often not much easier than finding a grave tree. I usually grab grave logs for cooking off the bat anyway, which makes no difference whatsover between buying a crappy log and bothering to use a good one. As others have said, IF there happens to be a primal warrior in the first room, you can just air surge it until you find a log. There's hardly ever monsters that require mage in the first couple rooms though, in my experience. Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |
November 19, 201015 yr Do people actually share on your teams? I'm fairly constantly at a disadvantage (even when I'm not the one with the lowest skills), as the resources tend to cater to the players with the highest levels, the worst of which would be the food sources and logs on which to cook the food go from T8 or T9 to T10...
November 19, 201015 yr Ye usually I tell 1 person to make bloodragers, 1 person to make altar, etc...
November 19, 201015 yr @ above, the leader is the group gatestone @ mage staff questioning, to get a dungeon started its much more reasonable to make the t1 staff, doing that for 10% extra is meaningless. during the early rooms youll just be maging forgotten warriors, fire giants, maybe skeles etc if you have a magable boss, usualy by the time you find the boss youll have had 15-20 mins to get a pair of logs for a better staff, optional but on a mageable boss its not bad however, dreadnaut takes 30 seconds for a team to kill, so doing all that for a 10% staff saves you a grand total of 3 seconds even a solo dreadnaut takes 2.5-3 minutes, saving you maybe 15 secondsYou still need to find the extra 1k for the log, which early on is often not much easier than finding a grave tree. You pick up a katagon weapon...and sell it.... :unsure: Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 19, 201015 yr You pick up a katagon weapon...and sell it.... :unsure:Are there typically 5 katagon weapons on the table in your dungeons? Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |
November 19, 201015 yr if there's 5 players, there's always 5 tier 8 items, all which sell for enough to buy a toolkit+1k log each. Not everyone mages anyways, you really should only need enough for 2 people at most. Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 19, 201015 yr if there's 5 players, there's always 5 tier 8 items, all which sell for enough to buy a toolkit+1k log each. Not everyone mages anyways, you really should only need enough for 2 people at most.I'm not sure what planet you're from, but there's never enough on the table for everyone in my team to get a toolkit and enough ess for laws and cosmics, let alone a log too. Or do your teams not use gatestones? Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |
November 19, 201015 yr Ooh, actually, I wanted to ask, how many Law/Cosmic Runes do you guys make or need during a dungeon?
November 19, 201015 yr Ooh, actually, I wanted to ask, how many Law/Cosmic Runes do you guys make or need during a dungeon?Usually after I grab a pile of coins from an early monster so I can go back and make runes, I'll just buy an even 100 ess and make 60 laws, 60 cosmics (I double them, so 30 ess), and 20 astrals (again, doubled). That's guaranteed to be more than I need, which is better than making less and running out. Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn |
November 19, 201015 yr if there's 5 players, there's always 5 tier 8 items, all which sell for enough to buy a toolkit+1k log each. Not everyone mages anyways, you really should only need enough for 2 people at most.I'm not sure what planet you're from, but there's never enough on the table for everyone in my team to get a toolkit and enough ess for laws and cosmics, let alone a log too. Or do your teams not use gatestones? two of the people I dung with have laws bound, and I make ~5 alch spells to alch the tier 8s, I have more then enough for ess and logs. Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^
November 19, 201015 yr Wow you guys are seriously argueing about something this... pointless? Theres many other options. like, you can also loot some coins from the next room and buy a couple 1k logs. and maybe buy some extra for traps!
November 19, 201015 yr Wow you guys are seriously argueing about something this... pointless? Theres many other options. like, you can also loot some coins from the next room and buy a couple 1k logs. and maybe buy some extra for traps!and you are complaining yet again about discussion? if you hate it so much go back to rsof How to Chin Nechyraels for fast XP and profit
November 19, 201015 yr Ooh, actually, I wanted to ask, how many Law/Cosmic Runes do you guys make or need during a dungeon?Usually after I grab a pile of coins from an early monster so I can go back and make runes, I'll just buy an even 100 ess and make 60 laws, 60 cosmics (I double them, so 30 ess), and 20 astrals (again, doubled). That's guaranteed to be more than I need, which is better than making less and running out. I do the same but with laws bound. I usually end dungeons with at least 10-14 Astrals left, so if I'm tight on cash I just use 5 essence to make 10 astrals. I do have a primal plate bound, and once I find a hexhunter bow I'll unbind it and get poisoned a lot more, so eventually I will need all 20 again. You can drop Astral runes once you're done with all rooms if you need inventory space for some reason. I like to buy 50 essence because it's an easy menu option and I have laws bound so I don't need 100. I just make the other 40 into cosmic runes. The only time you would ever need a lot more than 45-60 though is if you're gating Thunderous. Most teams just run from behind the pillars but sometimes there's a very vocal player who won't accept that. So with laws bound, I only *REALLY* need about 25-30 essence, but I usually get 50. 2496 Completionist
November 19, 201015 yr if there's 5 players, there's always 5 tier 8 items, all which sell for enough to buy a toolkit+1k log each. Not everyone mages anyways, you really should only need enough for 2 people at most.I'm not sure what planet you're from, but there's never enough on the table for everyone in my team to get a toolkit and enough ess for laws and cosmics, let alone a log too. Or do your teams not use gatestones? two of the people I dung with have laws bound, and I make ~5 alch spells to alch the tier 8s, I have more then enough for ess and logs. Because cutting one log is a waste of time but alching isn't?
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