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Dungeoneering stuff.

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Well i've finally started Dungeoneering on my Zerker. I don't really have any great binds yet simply because i am unsure of what to bind at my level.

At the moment i have a Prom Maul which is what i mainly use.

Then for some odd reason i have a Grave Longbow, 125 Prom Arrows (which i sometimes use to mess around with) and i think i might have an Empowered Firestaff too.

My skills are pretty terrible as i only trained them high enough to do certain quests. So i don't have/can't bind laws either (without the help of someone that is).

 

Chances are that 90% of the floors i do will be Solo Meds, at least until i get to high 90s. So i need help with binds that will be of most value for Solo floors, that will cover all my bases in terms of gd/boss weaknesses.

 

Also i was thinking of getting a hood at first, but is it really going to make that much of a difference if i only do solo floors? I already do most of my floors at between 12 and 15 minutes. Will a hood really make that big of a change?

 

Stats:

 

Atk -60

Str - 95

Ranged - 98

Mage - 95

Prayer - 95

Def - 45

HP - 97

DG - Just about to hit 72.

  • Author

Oh that might help. I'll edit them on the first post.

If you can usually survive the floors without spending time getting extra food then you don't need it. But it is my understanding that the EoC also changes the way dungoneering binds (and weapons) work. Someone who is more familiar will probably explain this.

  • Author

Usually i don't have trouble staying alive with just SS flashing or picking up a few pieces of food dropped. At most i'd die once or twice during the boss just because it's easier/faster to get lp/prayer back that way.

a few tactical deaths(lol) that would speed the floor up significantly will make up for the xp/floor lost by xp/hr gained

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a few tactical deaths(lol) that would speed the floor up significantly will make up for the xp/floor lost by xp/hr gained

This isn't really true, except if you have really long floors. Once they go below 20ish(?), a death isn't going to save enough time to warrant the xp lost.

a few tactical deaths(lol) that would speed the floor up significantly will make up for the xp/floor lost by xp/hr gained

This isn't really true, except if you have really long floors. Once they go below 20ish(?), a death isn't going to save enough time to warrant the xp lost.

To elaborate:

 

At, say, 360k xp/hr and 90k xp/floor (5:5 large), there is 450k xp per floor gained, in 15 minutes. If one death reduces this to 441k xp gained, it needs to reduce the time spent to 14.7 minutes, e.g. saving 18 seconds, to achieve the same xp/hr. The 15 minutes includes regrouping, overloading etc.

 

Solo, you probabaly wouldn't die on smalls at all, but taking meds: You would get about 200k/hr at 40k xp/floor (12 minutes per med). One death would reduce the xp gained to 36k. You would need to finish the med in 10.8 minutes, saving a whopping 72 seconds.

 

Numbers are just examples but they show the principle.

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)

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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

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