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Tank vs Pure vs Zerker


Mh1456

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I have a level 40ish account with 1 defence and around maybe 40 attack and strength. Thinking of doing something with it. Tanks seem nice to me since you don't get taken from 100% to zero in a few hits, but zerkers and pures look fun too. I think a tank would be easier to level because it doesn't matter if I accidentally get a defense level, and (there are less quests I have to do??)

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In p2p 1 def pures do not have very much potential at high levels since like you said with claws/gs/whip/rap they lose health very fast. Atleast make a zerker. You can also try making a pure in the beginning. Something like a range pue (knive and dbow for KO). Then if you want graduate to a zerker/barrows ect.

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What kind of tank are you talking? Range or melee? What defense level do you want to stop at?

 

There are a few tank options. A range one with 80+ def and low(Around 70 each) attack and strength as to not become melee based. Or a melee tank with 80+ defense and possibly 80+ attack and 99 str. You could also make an anti-zerker with 70+ defense, 60 attack and high str. However I've never played around with the thought of one of those.

 

If you decide to be a melee-based build, you've just added about 150M to your costs to become maxed. As you'll need turmoil to PK well and of course chaotics, so that's a time investment. However range builds only need 74 prayer to have their best prayer. And it doesn't take as much dungoneering time as a chaotic. But a chaotic crossbow would be a big plus(30 range attack over a rune one) and would require roughly the exp of level 86 dungoneering for both. Providing that you don't buy anything else. Another downside is that you will need 70 runecrafting to be effective in dungoneering. Since the only decent ranging method is a Hex, you would have to have 81 mage and wind surge with a CSB.

 

Also another downside to range tanks is that their defense is a [bleep] to train. You're stuck with 70 melees training it with a whip(Or a D scimitar/brackish if you're not quite 70 melees yet). However if you're only getting to 80 it's not too bad.

 

Zerkers are by far(In my opinion, others will certainly disagree.) the most fun to train. I have a level 110 active battle pure, and a inactive level 76 rune pure. I'd advise making a rune pure with Defender of Varrock done first, and if you want more quests done or to become a zerker, then get 45.

However due to updates(Turmoil, chaotics, rampant botting, free trade bringing dicing/gambling/etc) if you're PKing at 90+ combat, you must have turmoil and perferibly a chaotic to PK effectively. And if you're PKing over 80 combat, you'll need vengeance too.

 

1 def pures are boring. Get 60 attack, 52 prayer, grind to 99 str, range, and mage. Go to PvP, whine about everyone else who has a rapier(Unless you get one yourself. Then whine when you get smited for it), whine when people tele because they don't want to lose 30k in a fight. Rinse, repeat.

Hexiled Razz. Player since March 8th, 2005.

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What kind of tank are you talking? Range or melee? What defense level do you want to stop at?

 

There are a few tank options. A range one with 80+ def and low(Around 70 each) attack and strength as to not become melee based. Or a melee tank with 80+ defense and possibly 80+ attack and 99 str. You could also make an anti-zerker with 70+ defense, 60 attack and high str. However I've never played around with the thought of one of those.

 

If you decide to be a melee-based build, you've just added about 150M to your costs to become maxed. As you'll need turmoil to PK well and of course chaotics, so that's a time investment. However range builds only need 74 prayer to have their best prayer. And it doesn't take as much dungoneering time as a chaotic. But a chaotic crossbow would be a big plus(30 range attack over a rune one) and would require roughly the exp of level 86 dungoneering for both. Providing that you don't buy anything else. Another downside is that you will need 70 runecrafting to be effective in dungoneering. Since the only decent ranging method is a Hex, you would have to have 81 mage and wind surge with a CSB.

 

Also another downside to range tanks is that their defense is a [bleep] to train. You're stuck with 70 melees training it with a whip(Or a D scimitar/brackish if you're not quite 70 melees yet). However if you're only getting to 80 it's not too bad.

 

Zerkers are by far(In my opinion, others will certainly disagree.) the most fun to train. I have a level 110 active battle pure, and a inactive level 76 rune pure. I'd advise making a rune pure with Defender of Varrock done first, and if you want more quests done or to become a zerker, then get 45.

However due to updates(Turmoil, chaotics, rampant botting, free trade bringing dicing/gambling/etc) if you're PKing at 90+ combat, you must have turmoil and perferibly a chaotic to PK effectively. And if you're PKing over 80 combat, you'll need vengeance too.

 

1 def pures are boring. Get 60 attack, 52 prayer, grind to 99 str, range, and mage. Go to PvP, whine about everyone else who has a rapier(Unless you get one yourself. Then whine when you get smited for it), whine when people tele because they don't want to lose 30k in a fight. Rinse, repeat.

 

Thanks for the thorough response, and its funny that you mentioned 1 def pures whining haha...they do seem to complain more than others :P. However I DO remember in the past before turmoil that low def pures were really popular.

Mari0.png

Mari0.png

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Ranged tanks and zerks are probably the only builds you should be considering. Tanks if you just want to piss people off, zerks if you want to kill/rush ppl (tanks have KO potential at lower cb levels, but at 90+defence you basically just afk until they run out of food and tele).

 

Effectiveness of tanks/zerks depends on which variation/specific levels.

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1 def pures are basically worthless.

 

make a 80/99/45 melees zerk buld, or make a tank with 80 att/50 str so you can train def with a rapier.

 

even with a tank curses are still good, soul split at 92 helps with pking and training

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32,606th to 99 magic || 15,388th to 99 dungeoneering || 12,647th to 99 farming

14,792nd to 99 range || 24,954th to 99 herblore

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