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Dungeoneering 37-85?

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I was suggested here that the best thing I could do to prepare myself for bossing/high level PVM is to get to 85 dungeoneering to unlock both Chaotic weapons and frost dragons. My question is, what is the best way to do so?

 

I really don't do much dungeoneering, but when I do I tend to do solo-floors all the time, that is what has gotten me to my current level (37), but I feel that isn't the best way to do things. 


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As he said, sinkholes are MASSIVE xp, but not so good on tokens.

 

For dungeons, try to work on doing the daemonheim tasks as soon as possible, because they give you boosts that REALLY help in the floor.

 

Solo med dungeons are good xp, assuming you can do a med dg in 10 minutes or less (not counting slow annoying rooms)

 

If you can't deal with randoms doing larges, solo meds are your best bet


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I really need to practiced dungeoneering then since I just did a small dungeon in 25 minutes (though on my defence I wasn't 100% focused on the dungeon). And I never paid much attention to sinkholes, I haven't done one ever. 


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Well if you're 37 Dungeoneering you probably have not had too much practice yet, and trust me, practice helps a lot especially with times, so don't worry, you'll only get better :). Try getting to 50 with dailies/weeklies (Sinkholes as mentioned, Penguin Points, whatever else you have available). Once you have 50 Dungeoneering you can have 3 items at your disposal. Take advantage of gatestones and teleports, especially in medium dungeons. You can put one down and then teleport halfway across a dungeon without having to trek over there, and once you get the hang of it, it will really add up and save you some time.


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Dungeon times is all about practice, binds and knowing what you do and do not need to do.

 

The core points to get started on the road to speed is:

Gathering resources is really a waste of time - you should have bound everything you need gear-wise and healing abilities should cover you surviving when combined with food drops for lower levels. You may not be able to do it right away, but its something to work towards especially once you have 3 binds.

 

Killing things that aren't vital to kill is a waste of time - ideally you should only be killing mobs in guardian door rooms, though some mneu heavy/slower puzzles can be made hood-safe to save hassle.

 

Pathing and keystones - takes time to really get good but you should get a feel for how much map space a dungeon can take up and try to run what ought to be shorter paths to dead end first. Plus there is an art to placing gates - a far flung dead end is useful, but so is a four door room that links to 3 short paths that aren't finished yet. Also a gate in the home room can be very helpful once you have 3 gates at your disposal through completing task set.

 

I'm not exactly the best dger, but I can still clock a solid 12 minute avg on solo meds.


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Right, for binds, what you want to do before you have a fully upgraded ring..

Best melee weapons you can have, plus shadow silk hood. I preferred 2h for the AOE attacks.

If you find a shadow silk hood, bind it. You can have up to 10 bound items, but can only have 1/2/3/4/5 bound items (1, 20, 50, 100, 120 dg) out at a time

 

Once you get a third bind, have another weapon (staff or bow)

Fourth bind can be armor, or blood neck if you have one.

 

Once you get 85+ dg, xp and tokens are a lot faster. Don't worry about "almost at a chaotic!!" until you can actually use it. With bxp, dailies, and sinkholes, it is quite common to get 85+ dg before you have 200k tokens. And even if you hate DG, be smart about what you buy with your tokens.

 

If you have access to prif, you have semi-easy access to attuned crystal weapons, which are t80 and better than chaotics.

Even without prif, you can get royal bow, t80 range, so you dont need to buy crossbows. Drygores cost very little, so you dont need to buy melee weapons, either. Armadyl staff is T77, a close second to chaotic/attuned, so if you want to buy that, you can skip chaotic staff.


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Right now I have a Zephyrium 2h sword  and arrows (can't remember which ones though) as my binds. 


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What are your attack/str/def/mage/range levels?


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What are your attack/str/def/mage/range levels?

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(from another thread he made recently)

 

So you could definitely improve a couple tiers up on that 2H. I could make you Argonite on another account if you like, but you probably want Katagon (the next tier up, 70 Attack) anyway. I think there's even an FC that does it for you but I am drawing a blank on the name.


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That name is called "Dung Smith".


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Tbh I'd look to get a bow as primary instead of a melee weapon in the long run.

 

As in terms of usefulness in DG Ranged>Mage>Melee. Optimum setup being Bow with staff 2ndary. There's several reasons for this.

 

Firstly on the core 'normal' monsters there are more ranged weaknesses than any other - mostly because later floors are heavy on mage classes, making range the ideal choice.

The only ones that can then pose an issue really is forgotten warriors, who are weak to magic.

 

In terms of the bosses:

 

Gluttonous Behemoth - No real preference since you have to stand up close anyway.

Astea Frostweb - Ranged/Mage are better as you can attack whilst frozen.

Icy bones - Again no real pref

Icefiend - Again no pref

Plane Freezer - Ranged/Mage pref to save dancing around on ice chasing him too much

Bloodchiller - no pref

 

Skele Horde - Range/Mage pref as it allows you to stay in healing zone whilst fighting more, useful for lower levels and any c6 hordes

Geomancer - Similar to Astea, range/mage so you can attack whilst bound.

Bulwark - Ranged is not ideal here since you have to melee to toolbelt pickaxe armour or mage through the armour.

Cursebearer - no pref

 

Rammernaut - range/mage pref as you can avoid most of his attacks and stand in corners to make him stun himself on charges easily

Stomp - range/mage pref as you can then avoid the high hitting slow moving rock thorws

Riftsplitter - range/mage pref as you can then avoid the portals no matter where they spawn, melee suffers from him portaling over top of himself.

Lexcius - range/mage means less running more damaging when he teles about.

Saggitaire - immune to range. melee means a buttload of running. Mage pref.

Nightgazer - range/mage lets you stay out of his slam attack/bomb thing range and closer to torches.

 

Shadowforger - no real pref

Pummeller - range/mage means you can lure him to weakening things whilst attacking for a quicker fight

 

Skele Trio - No real pref

Runebound - range/mage allows you to stay nearer to pillars for less down time marginally

Gravecreeper - range/mage allows you to avoid most of his purple gloopy junk

Necrolord -  can't melee. Have to range or mage

Fleshspoiler - no pref

Thundorus - range/mage makes avoiding his specials easier.

 

Blink - just no. all the no. no matter what.

Gulega - range/mage makes it easier to see the four corner attack coming and dodge.

Dreadnuat - no pref.

Hope Devourer - no pref

Worldgorger - range/mage quicker as no running to eyes

Warmonger - range/mage neccessary unless you wanna faff with the slow teleporty thing.

 

So grand results end up being:

 

Ranged Pros: More ranged weak enemies in higher floors, Preferential on 17 bosses.

Ranged Cons: 2 bosses you can't really kill with it.

 

Magic Pros: Good for high level forgotten warriors, Preferential for 19 bosses

Magic Cons: Not a lot of melee based mobs so kinda slower on main floor

and (this is the big one for why mage is only 2nd best) magic damage output is capped at t90 because overworld only goes to t90 gear, an affect they never bothered to remove in dg where you have t99 weps so it could scale to t99 without being unbalanced to other classes. Which means using top-end t99 gear in dg mage has slightly less power to it than ranged and melee.

 

Melee Pros: Good for high level forgotten rangers, preferential for 1 boss.

Melee Cons: Rangers die easily to all classes, 1 boss you can't kill with it, 17 bosses where the fight is longer/harder in some way by using melee

 

Of course you need to weigh your stats into the equation, but long term goal ought to be Ranged primary with magic secondary, which gives you strong dmg output against all main floor mobs plus preferential gear for 19 bosses and no bosses you can't hit. Though of course when jamflex finally gets to t99 in main game and lets magic scale all the way magic will no doubt rule the roost of dg, since it matches pref for pref on all 17 bosses ranged does, plus is pref for the 2 bosses ranged can't kill really.


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To be honest the only reason I'm using melee is that it is my highest combat skill, I was planning on leveling mage next (since it is far easier), but I suppose I could train ranged instead, while doing the occasional sinkhole/dungeon to spice things up. 

 

Speaking of dungeons, any tips on the hunting ferret room? I can't seem to get the hang of that room at all. 


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For that one you want to set a trap and try to chase it in there. It's kind of trial and error but eventually it should get caught.


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For that one you want to set a trap and try to chase it in there. It's kind of trial and error but eventually it should get caught.

 

No.

 

For that room you want to make 1 trap and place it exactly where the ferret starts in the middle of the room then hide.

After a short time running it will calm down and return to that spot and be caught.

 

Chasing it it just runs through the trap half the time and takes waaaaaay longer than hiding and waiting.


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You're right, that's probably a faster way, particularly if there are other rooms to do in the meantime :thumbup:


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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If you have to take a tier hit between styles would you still recommend range over mage? IE T80 mage vs T70 range?


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Up to 50 dg shouldn't take long, so whichever you please up to there, and after that just take both ranged and mage class weaponry with you and use mage unless Ranged is somehow preferred on a certain monster.


"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

---

 

 

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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If you are not an Ironman account: You can team up with your friends or other people makes it a lot easier. There are Worlds for Dungeoneering. You could also make a post on the RuneScape Forum in the Adventuring Parties section.


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