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Best Basic Rotations


Sy_Accursed

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With recent tweaks and stuff I really got lost on what these are now.

 

Can anyone advise on the best basic rotations for:

2h Melee

Dual Melee

Mage

Range

 

I'm assuming for mage and range the 2 new ones in each (1 2h and 1 dual) can just be switched subject to 2h vs dual where as melee has enough to do more dramatically different setups.

Preferably no dragonbreath for mage, I never seem to be in range for it, but if its a must so be it.

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For magic and Ranged, I do

 

Stun -> 3s -> 5s -> 3s -> Dot -> 3s -> 5s -> Threshold. The threshold in question varies depending on my adrenaline, the monsters health etc, but ever since Wild magic got buffed big time, I am using it more and more over Asphyxiate. Once you have enough for Ultimate, use it (which ultimate depends on your situation as well, etc).

 

For melee I don't bother with stun, instead I use:

 

Severe -> Slice -> Punish -> Slice -> Cleave/Decimate -> Slice -> Punish -> Threshold. The threshold rule from the above applies.

 

Also, never put 2h and dual wield ability on the same bar, that guarentees dead buttons, I switch out the 2h and DW exclusives depending on what I am using. Inconvenient? Possibly, but it's not like I switch between 2h and Dual wield continuously in a fight.

 

I won't surprised if there are better rotations out there, but it's what works for me.

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Stuns are really meh unless your target is stun immune.

 

Best dps depends on how much adrenaline you need and have. For example, highest magic dps from 60-70% adrenaline would be something like Combust - Wild Magic - Asphyxiate.

 

In general, the dots are good (Dismember, Frag shot, Combust), the new 5s abilities and 3s abilities are only for filling out routines (except the magic dual wield 5s), and there's some obvious extra strong ones (Sever, Dragon breath, Concentrated blast). Multi-target basics are good if you are hitting 2+ targets.

 

As to what abilities should be on your bar...

 

Slice - Dismember - Sever - Smash/Decimate (2h/dw) - Cleave (also multi-target) - Punish (if someone is ice barraging your target or they're stunned a lot for some other reason)

Piercing shot - Frag shot - Needle strike/Dazing shot (dw/2h) - Ricochet

Wrack - Combust - Dragon breath (if melee range) - Concentrated blast - Chain

 

Basically if you need lots of adren fast, use abilities in order of cooldown time from short to long. If you want dps, use dot > specials (sever/dragon breath) > 3s abilities. But tresholds are much better dps of course, so only go for basic ability dps when tresholds are on cooldown.

 

Ults are generally sort of meh.

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Right so my 4 bars are now (I like having 2 melee since they vary so much in thres/ult for dual vs 2h)

 

1 - Slice - Dismember - Sever - Decimate - Havoc - Assault - Destroy - Flurry - Frenzy - Massacre - Guthix's Blessing

2 - Slice - Dismember - Sever - Smash - Cleave - Assault - Hurricane - Quake - Pulverise - Overpower - Guthix's Blessing

3 - Piercing - Frag - Needle - Dazing - Ricochet - Snap - Rapid fire - Bombardment - Deadshot - Unload - Guthix's Blessing

4 - Wrack - Combust - Concentrated Blast - Sonic Wave - Chain - Dragonbreath - Wilde magic - Asphyixate - Omnipower - Tsunami - Guthix's Blessing

 

The ults are there just because, sometimes nice to have tht little finishing shot for a dg boss or w/e (though I know they largely useless); Guthix blessing just because it seems like a handy emergency trigger 40% heal in 10 secs, especially for dg where u may wanna conserve food.

Obviously amendments can be made to end slots like if using a shield or if I need fast prayer swaps, the early half is the main thing.

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You are missing freedom and anticipate on all your bars. How else are you going to keep your adrenaline up.

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By staying in combat; unless your doing some of the slow spawning bosses keeping adr up isn't necessary. And even at them bosses I'd question whether the effort of using 2 slow cooldown moves to try and sustain adr is really all that worth it.

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It is totally worth it(as thresholds bring in a very large part of your overall dps). And you'd also need it for dungeoneering.

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If you're going to use ultimates, Tsunami seems weak. I just use Omnipower on big single targets like bosses, and Metamorphosis or Sunshine otherwise. Setting up enemies in front of you for the AoE is a hassle.

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Definitely ignore ults like Pulverize, Tsunami, Frenzy too usually. No need to have all those abilities on your bar anyway, things like Quake are very rarely useful. Having both Concentrated Blast and Sonic Wave is useless as well, and confusing.

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Fair enough I honed it down to:

1 - Slice - Dismember - Sever - Decimate - Havoc - Assault - Destroy - Massacre - Guthix's Blessing

2 - Slice - Dismember - Sever - Smash - Cleave - Assault - Hurricane - Overpower - Guthix's Blessing

3 - Piercing - Frag - Needle - Dazing - Ricochet - Rapid fire - Bombardment - Deadshot - Guthix's Blessing

4 - Wrack - Combust - Sonic Wave - Chain - Dragonbreath - Wild magic - Asphyixate - Omnipower - Guthix's Blessing

 

Leaves 3 empty spaces (4 if you count guthix as an empty space) to play with for any items/prayers/watever i may wanna throw on there for special situations.

I know I got needle and dazing shot on ranged bar, but I can deal with that without being confused especially as it keeps my numbers balanced and ranged I end up swapping between 2h and dual a lot (arrow vs bolt)

Mage I ditched concentrated blast since I don;t even have dual wield mage weps and I can't see any benefit to acquiring them when I I got arma bstave and can easily grab chaotic if I want tht extra dps, where as best I'd do wand wise would be the t70 stuff.

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Use impact over combust and use snaring shot over either needle or dazing. Not only does impact/snaring stun, but they also do some decent damage, and both range and mage's 3s abilities deal extra damage vs stunned opponents.

 

Use metamorphosis over omnipower. Omni is hardly worth it, while metamorph gets you a ton of extra damage, especially if you can get two thresholds in. Berserk works in the same vein, but be careful, even though it boosts your damage even more than metamorph, it makes you take much more damage as well. Only use it on relatively weak monsters that won't be hitting you very hard.

 

Use punish over dismember. Dismember has a very long cooldown and hardly does any damage, while punish has a very short cooldown (5s) but also does low damage. You should keep a 3s and 5s ability on all your bars, so you're never left with a delay between your attacks.

 

Also, consider adding a third threshold to all of your bars. Double shot, rapid fire and bombard for range; assault, hurricane and slaugher (and/or quake) for 2h melee; assault, destroy and slaughter (and/or flurry) for DW melee. Thresholds account for a large chunk of your damage. There's no good reason not to use as many as possible.

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Combust is much higher damage than impact, binding shot deals no damage unless your opponent is immune to stun.

 

Punish is pretty bad as well, Dismember deals a lot more damage. You don't need a 5s ability for 2h (slice/dismember/smash/swipe/sever). For dual wield you have one less basic, but you have another treshold (destroy in addition to assault) so that fills your rotation nicely, even more so because destroy takes 6s to perform.

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binding shot deals no damage unless your opponent is immune to stun.

 

Actually it says it does no damage, but i've noticed that it does damage as well as stun.

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Maybe against bosses and players you might want the best DPS possible with DoTs, but in slayer, gradual damage is practically useless. Over however many seconds combust may do more damage than impact, or dismember more than punish, but most slayer monsters get killed in two attacks anyway. You could DoT a monster and move onto another one, but if you keep doing that, you'll notice your spawns get bunched up in certain scenarios and you're left with downtime inbetween kills.

 

Most combo attacks (assault, destroy, asphyxiate) kill in one or two hits. You can't assume they're going to take the full ~6 seconds unless you're fighting metal dragons or fire giants (yes they have exorbitantly absorbent health).

 

Especially when you're using damage boosting timed ultimates, you'll want to have the 5s abilities to build adrenaline as fast as possible.

 

By the way, slaughter and fragment shot get tripled damage if the opponent moves, and the best way to cause this is to step underneath them. You can click underneath the opponent (preferably right click -> walk here) just as the move activates, so all but the first hit will deal triple damage. Oh, and don't make the mistake I make all too often of using binding shot then fragment.

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Idk, I haven't slayed in forever, but a good strategy is always to kill a secondary/tertiary target with DoT + multitarget + AoE. I guess cresbots are the best slayer task to use these on then :/. Sad thing too, cause most slayer kph is way too high now.

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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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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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