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Forming a Perm DG Team


Elf Spice

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Right, so DGing with strangers isn't very fun, so I thought of forming a perm team. I don't know exactly what to do to get this to take off the ground, so I'm hoping that those of you in successful perm teams can chime in here:

 

Recruitment/Requirements

 

I'm thinking of a base requirement of 80 or 85 DG, rush only, with SSH bound.

Should this be an absolute requirement or could I be more relaxed?

I was also thinking of asking around in tip.it CC if anyone wanted to join since I don't have many other avenues; is this a good idea?

 

Communication/Coordination

 

What is the best way to synchronize prestige/floors across the entire team?

Should I use something like Google Calendars to schedule in agreed upon times/dates or is there a better way?

Should VoIP be necessary or is the in game chat enough for communication?

 

Specialization

What kind of weapon/ammo binds are optimal for a perm team?

Should the role of keyer be given to one specific member, every floor, or should everyone equally key?

 

These are all the questions I can think of at the moment. I'd appreciate help from any high level dungeoneers on perm teams.

Oh, and if you're interesting in joining, feel free to shoot me a PM :)

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with SSH bound.

 

Are you trying to make me die inside? :cry:

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Sigils: 1x spectral (FFA), 1x arcane (FFA)

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I was also thinking of asking around in tip.it CC if anyone wanted to join since I don't have many other avenues; is this a good idea?

I've thought about this in the past, but chat is pretty polarised in that there are very high dungers (like yourself) and then people who don't care/train casually.

 

Might be worth asking though.

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I dont usually do anything in RS other than solo, but I might be interested in doing some DG. My DG is only 50 all through FOG, but most of my other skillls are high, let me know

Hate to break it to you, but your skills aren't that high. Your combats are good, but your average isn't that good (no offence).

 

Anyway, I think you can be relaxed on the requirements. I'd take someone with 3 binds no hood over someone with the same levels, except only 2 binds with hood. Theoretically. Same for the level, you can take people with high total or people that are vouched for by trustworty people.

 

For synchronising, I think you should make sure your perm team members have a good reason to play with the perm team, e.g. all want to get 100 dg quite fast and you do floors often. If you only do floors every other week, people after xp will have to do floors without the team.

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How you might wanna set up your team:

1) Keyer/tank

2) Skiller + warrior (not mage)

3) warrior

4) warrior

5) mage

 

The keyer should have the appropriate ring class (tank) and should be given a shield as soon as possible

The skiller should have some skilling ring-type and should carry a toolkit at all times (the warriors/mage might wanna consider doing that too)

The warriors should have their ring set to berserker and use promethium 2h swords (or primal, if they're that high dung)... they can also use promethium spears but the berserker mode won't affect the spear

The mage should use the appropriate ring class and should have a celestial surge box/celestial catalytic staff bound (or/and SSH)... you can replace these with warriors, tho

 

GL, might join depending on if a maxed (i.e. skiller) joins

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Brad, 80+ DG will be the minimum requirment because we are doing c1's 1-29 at the very least. Please understand that's it's nothing personal against you.

 

I have Google Calendars setup, timezone will be in GMT. Hopefully getting 5 people to have a free block of time won't be too much of a hassle.

The syncing of prestige will be a problem since no doubt team members will have differing DG levels.

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How you might wanna set up your team:

1) Keyer/tank

2) Skiller + warrior (not mage)

3) warrior

4) warrior

5) mage

 

The keyer should have the appropriate ring class (tank) and should be given a shield as soon as possible

The skiller should have some skilling ring-type and should carry a toolkit at all times (the warriors/mage might wanna consider doing that too)

The warriors should have their ring set to berserker and use promethium 2h swords (or primal, if they're that high dung)... they can also use promethium spears but the berserker mode won't affect the spear

The mage should use the appropriate ring class and should have a celestial surge box/celestial catalytic staff bound (or/and SSH)... you can replace these with warriors, tho

 

GL, might join depending on if a maxed (i.e. skiller) joins

Rocked, Final, and I all key in our perm team.

It's too much pressure to expect a single person to key all the time. They'll get burned out. We swap whenever someone gets tired.

secondly everybody should skill/carry tools.

tank ring is nice, as is a bound platebody. But it's hardly necessary for keying. I can key reasonably without any armor or even tank ring these days. You just get used to it eventually.

and everybody who doesn't have a hexhunter should be rolling with celestial surge box. Just make sure everybody is high enough level to make their own runes.

 

as for syncing. syncing is pretty big problem with our perm team.

but it doesn't really matter with good communication.

 

Pick a time out of the week to meet.

if 4/5 of the perm members are online, go ahead and just do a run even though it's not your designated day.

if you don't have any floors in common, oh well.

 

maintaining even a reasonably constant state of sync is a complete pain.

And can be compensated reasonably by simply meeting often, and just not dunging if the floors don't match up.

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How you might wanna set up your team:

1) Keyer/tank

2) Skiller + warrior (not mage)

3) warrior

4) warrior

5) mage

 

The keyer should have the appropriate ring class (tank) and should be given a shield as soon as possible

The skiller should have some skilling ring-type and should carry a toolkit at all times (the warriors/mage might wanna consider doing that too)

The warriors should have their ring set to berserker and use promethium 2h swords (or primal, if they're that high dung)... they can also use promethium spears but the berserker mode won't affect the spear

The mage should use the appropriate ring class and should have a celestial surge box/celestial catalytic staff bound (or/and SSH)... you can replace these with warriors, tho

 

GL, might join depending on if a maxed (i.e. skiller) joins

Rocked, Final, and I all key in our perm team.

It's too much pressure to expect a single person to key all the time. They'll get burned out. We swap whenever someone gets tired.

secondly everybody should skill/carry tools.

tank ring is nice, as is a bound platebody. But it's hardly necessary for keying. I can key reasonably without any armor or even tank ring these days. You just get used to it eventually.

and everybody who doesn't have a hexhunter should be rolling with celestial surge box. Just make sure everybody is high enough level to make their own runes.

 

as for syncing. syncing is pretty big problem with our perm team.

but it doesn't really matter with good communication.

 

Pick a time out of the week to meet.

if 4/5 of the perm members are online, go ahead and just do a run even though it's not your designated day.

if you don't have any floors in common, oh well.

 

maintaining even a reasonably constant state of sync is a complete pain.

And can be compensated reasonably by simply meeting often, and just not dunging if the floors don't match up.

Let me re-consider:

1) warrior

2) warrior

3) warrior

4) warrior

5) warrior

Lol ^^ You swap with keys (yes, I agree, if you keyed all the time, it'd get tiring). It's really easy if just everybody melees, but have sagittarian arrows bound and desperado-mode available for use. Everybody should carry a toolkit and laws, cosmics (and possibly astrals - only one could carry). Everybody should be able to get ggs efficiently if they discovered a key/key door, etc. It is, however, really nice to have a maxed player on your team.

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Here's an idea I have for syncing: Designated prestige reset days

This day will be as frequent as once a week to once every 3 weeks depending on how many larges we can do.

So the limiting factor is the member with the lowest DG level. This would require, if the need arises, that members either c1 rush higher end floors that other members can't do or do 5:5 them with randoms.

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Let me re-consider:

1) warrior

2) warrior

3) warrior

4) warrior

5) warrior

Lol ^^ You swap with keys (yes, I agree, if you keyed all the time, it'd get tiring). It's really easy if just everybody melees, but have sagittarian arrows bound and desperado-mode available for use. Everybody should carry a toolkit and laws, cosmics (and possibly astrals - only one could carry). Everybody should be able to get ggs efficiently if they discovered a key/key door, etc. It is, however, really nice to have a maxed player on your team.

It is HORRIBLE to have a maxed player on your team unless they are the most focused and are keying. Otherwise, you have to keep bugging them to open skill doors, and a slow maxed player can add 10 minutes to a dungeon time. I can only remember one instance (in 21m DG xp) that not having a maxed player hurt the floor, and that was when a single dead door (one nobody could open, even with potions) blocked off every bonus room. Regardless, we finished the floor in 19 minutes and got about 2/3 the xp.

 

Communication is probably the biggest obstacle in dungeoneering, and voice chat makes this much, much better. For a perm team, it's pretty much a must.

lalalasig2.png

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Let me re-consider:

1) warrior

2) warrior

3) warrior

4) warrior

5) warrior

Lol ^^ You swap with keys (yes, I agree, if you keyed all the time, it'd get tiring). It's really easy if just everybody melees, but have sagittarian arrows bound and desperado-mode available for use. Everybody should carry a toolkit and laws, cosmics (and possibly astrals - only one could carry). Everybody should be able to get ggs efficiently if they discovered a key/key door, etc. It is, however, really nice to have a maxed player on your team.

It is HORRIBLE to have a maxed player on your team unless they are the most focused and are keying. Otherwise, you have to keep bugging them to open skill doors, and a slow maxed player can add 10 minutes to a dungeon time. I can only remember one instance (in 21m DG xp) that not having a maxed player hurt the floor, and that was when a single dead door (one nobody could open, even with potions) blocked off every bonus room. Regardless, we finished the floor in 19 minutes and got about 2/3 the xp.

 

Communication is probably the biggest obstacle in dungeoneering, and voice chat makes this much, much better. For a perm team, it's pretty much a must.

 

I normally key 30-35 minutes. In a team with a maxed person who was terrible at DG, I clocked in about an hour. :blink:

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My experience probably came from dungeoneering with Swagology, then (#21 overall). Oh boy, he was pro (SSH, primal 2h sword, primal platebody, primal platelegs, 100% maxed). :thumbup:

 

^^

Edit: I can post a screenshot if you don't believe me lol :rolleyes:

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My experience probably came from dungeoneering with Swagology, then (#21 overall). Oh boy, he was pro (SSH, primal 2h sword, primal platebody, primal platelegs, 100% maxed). :thumbup:

 

^^

Edit: I can post a screenshot if you don't believe me lol :rolleyes:

lala's point was that if there is a player with much higher skill total than everybody else isn't active, then the floor will go slow.

I'm not sure how your experience is relevant to his comment if your keyer was maxed.

Obviously nobody can have a better skill set than him.

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I'm currently duoing with a level 138, despite being level 104 myself. It's convenient for me because it allows me to use mage (which I prefer over melee), his skills are mostly over 90 so doors aren't a problem, and because we've known each other for years, communication isn't an issue. If one of us makes a mistake it's not a big deal and we've developed our own way of dungeoneering.

 

I'm not gonna lie though: combat is INCREDIBLY difficult for me because all the monsters are jacked up by 30 or 40 levels (worse still for the boss) which makes fairly average targets seem like Goliaths. Even when I mage enemies who are weak to magic, it still takes about 30 prayer points per monster on F30+ if I do it on my own.

 

Communication is far more important than combat levels, but having a max combat player on your team when everyone else is so far behind definitely isn't good for either person:

 

1) You're dying because enemies are too strong;

2) Max combat is dying because there's no one else who can really deal with the level of monsters that need to be faced. It doesn't matter what level combat you are, if four threats are in a room against your solitary 2h, you're probably gonna struggle to win that battle.

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My experience probably came from dungeoneering with Swagology, then (#21 overall). Oh boy, he was pro (SSH, primal 2h sword, primal platebody, primal platelegs, 100% maxed). :thumbup:

 

^^

Edit: I can post a screenshot if you don't believe me lol :rolleyes:

lala's point was that if there is a player with much higher skill total than everybody else isn't active, then the floor will go slow.

I'm not sure how your experience is relevant to his comment if your keyer was maxed.

Obviously nobody can have a better skill set than him.

Well, everybody should be active (in my opinion, at least)... and having a maxed player disables the inability of opening every door. But I see your point

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Recruitment/Requirements

I'm thinking of a base requirement of 80 or 85 DG, rush only, with SSH bound.

Should this be an absolute requirement or could I be more relaxed?

I was also thinking of asking around in tip.it CC if anyone wanted to join since I don't have many other avenues; is this a good idea?

 

Communication/Coordination

 

What is the best way to synchronize prestige/floors across the entire team?

Should I use something like Google Calendars to schedule in agreed upon times/dates or is there a better way?

Should VoIP be necessary or is the in game chat enough for communication?

 

Perm teams are for people who can guarantee they'll play the exact same timeframe every single day.

Your floors are always synchronized because a true perm team never brings anyone else in.

 

If you want to have a core group who takes +1s/+2s, you usually just try to match up floors as best as possible and c1 a couple of floors you'd normally do larges for to be able to reset.

 

Skype/TS/Vent are very useful, but not required. With five experienced people, voice communication is not necessary because acronyms are enough and people know what to do naturally. However, voice chat ALWAYS improves clarity and helps synchronize the team.

 

 

Specialization

What kind of weapon/ammo binds are optimal for a perm team?

Should the role of keyer be given to one specific member, every floor, or should everyone equally key?

 

These are all the questions I can think of at the moment. I'd appreciate help from any high level dungeoneers on perm teams.

Oh, and if you're interesting in joining, feel free to shoot me a PM :)

 

Perm teams are split between ones with permanent keyers and ones where people alternate keying to rotate responsibility (keying requires more concentration and energy). The rotating teams are the ones with 5 solid pros though.

I think that if someone cannot successfully key without armor or tank ring, you should have a set keyer or two.

 

Ideal binds would be hood and your best 2h, third bind your best plate or HHB, ammo bind should be law runes (or surgebox) unless HHB is bound. If your keyer(s) prefer(s) tank ring, a primal battleaxe is acceptable. Hexhunter bows and primal platebodies are roughly equal in usefulness; it's a matter of preference, but I would tend to use the bow considering the occasional armour spawns and the fact that I'm comfortable dg'ing without a plate. Keep in mind it's harder (but entirely possible) to key without a bound piece of armour.

2496 Completionist

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Really? I find keying to be more relaxing then gding. You don't die as much keying and people give you food a lot.

 

Depends on the team! If you like going off on your own and directing traffic, keying is fun. But usually the nonkeyers are essentially zombie meatshields doing exactly what the keyer tells them while the keyer actually has to think them up :P

2496 Completionist

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I'm all in for the idea, but I don't think a real perm team would work.

 

Some sort of list with good tip it dg'ers who are willing to play with other tip it'ers would already be a good start.

Maybe you can make a private cc for this? Everyone on this list will be added, and nobody else can join. So whenever you wanna dg, you go lurk in the cc and hope someone's up for a floor. Only problem could be that the cc would be dead mostly.

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