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Waterfiends


Th e Doctor

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Stats

 

90 Attack

96 Strength

86 Defense

93 HP

85 Magic

88 Range

95 Prayer

87 Herblore

71 Summoning

 

Gear Available

 

Elite Void+Deflector

Goliath Gloves

Ddef

Dragon boots

Fury

Berserker Ring

Ardy cape (3)/SW Cape

Chaotic Rapier

 

4 mil cash pile to work with.

 

Is the Ancient Cavern my best option or can I survive in the Chaos Tunnels? Gear/inv advice is welcome as well.


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Armadyl Drops : 4 Hilts; 3 Chestplates; 2 Chainskirts; 1 Helmet; 1 Buckler; 2 Shard 1; 2 Shard 2; 1 Shard 3

Nex : 1 Zaryte Bow

Kalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword

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I feel that a big part of why the Chaos tunnels water fiends are so bad ass because of the use of steel/iron titans. I'm not sure it's worth it without them. Otherwise, give it a shot. I'm sure you can survive, it just depends on how long you can make the trips.

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I feel that a big part of why the Chaos tunnels water fiends are so bad ass because of the use of steel/iron titans. I'm not sure it's worth it without them. Otherwise, give it a shot. I'm sure you can survive, it just depends on how long you can make the trips.

This, though the goliath glove special may help in this regard.

 

You should be able to survive, void deflector does have lower mage def than even black d'hide iirc but a good bit more ranged def.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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As far as I know, the waterfiend's range attack use mage defense, so I don't think range defense matters.

 

I wouldn't do chaos tunnels without a strong familiar. Anything before a wolpertinger is likely going to get slaughtered during the aggressive stage. Without the familiar, you aren't really able to kill more than one at a time. Glove spec might be ok, but you risk a lot more there, because you have to survive the first part, and not move into the other side of the room.

 

I would stick to Waterfiends at the AC until you have a strong combat familiar.

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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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