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eckereds guide to the fight pits!


eckered

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~~**eckereds guide to the fight pits**~~

 

 

 

1-->how to get there

 

2-->what to bring

 

3-->stratigies

 

4-->hiding

 

5-->ancient magiks

 

6-->barrows

 

7-->other stuffs

 

 

 

1:~~how to get there

 

 

 

first, go to port sairm (use main map if you are really that clueless)

 

then, take the boat to karajama (sp?). next, walk west of the bananna plantation unitll you see a big volcano/hill/thing. walk up it untill you see a trapdoor. enter it. turn your screen eastward, and you should see a cave. from there, heres a map:

 

 

 

tzhaarmapib6.png

 

 

 

 

 

2:~~what to bring

 

 

 

literally speaking, you can bring whatever you want into the caves, from money, to stackables, to party hat sets, but what you -want- to bring, really depends on how much you want to win. when you go, it is best to bring 2, if not three different combat types into the arena. you would never believe how often you find a noob mage who insists on attacking you every time.

 

 

 

if you dont want to waist any cash, i recomend something like this

 

 

 

wield:

 

legands/obby cape

 

rune/ barrows armour

 

whip

 

obby shield/rune defender

 

glory/str ammy/ fury

 

600+ iron-mith arrows

 

dessert boots

 

cooking guantlets (coz there so dang hawt)

 

 

 

in inventory

 

 

 

msb

 

full blk dragonhide

 

cake/lobs/ throw-away food

 

 

 

if you want a beter chance on winning, and are willing to spend a little cash, this is the stuff fo you

 

 

 

wield:

 

barrows

 

whip

 

obby cape/lava cape

 

glory/furey

 

dark (barrow) gloves

 

climbing boots/rune boots

 

1k steel+ arrows

 

obby shield/ rune defender

 

 

 

inven

 

attack pot

 

str pot

 

def pot

 

pray pot (x2)

 

full blk dragonhide/karils

 

500 death

 

1k chaos

 

1k water

 

ancients staff

 

mystic/ahrims

 

rest of invenotry- lobs or beter food

 

 

 

for all you rich people out there, who really want to kick some @ss:

 

 

 

wield:

 

full veracs

 

rune boots

 

dark (dragon) gloves

 

lava cape

 

berserker ring

 

furry ammy

 

 

 

inven:

 

full dh

 

whip

 

obby shield/rune defender

 

fullly charged c bow

 

karils top and botem

 

4k deaths

 

2k bloods

 

6k water

 

ahrims top and botem

 

super attk pot

 

super str pot

 

prayer pot (x2)

 

ancients staff

 

rest of inven tuna baked potato+ food

 

 

 

3:~~stratigies

 

 

 

there are many stratigies that are usuable in the caves

 

 

 

to list some, here they are

 

 

 

~teems: to have a group of frends there and teem up on people there in hopes of having your teem be the last ones standing

 

 

 

there are many different kinds of teems

 

 

 

~mage teems: ancient mage teems usually consist of three to four people and they rely on ice attacks and and blood attacks to heal and kill off there opponents

 

 

 

~barrows teems:teams where everyone uses barrows

 

 

 

~range/mage teems: similar to fighting in the wildy, the basic idea is to mage then they range pray, and range when they mage pray, the groups usually consist of 3+ people

 

 

 

~hide: hideing in the corners wearing a hard-to-see outfit that blends in with the black walls, hoping that the last man standing hasnt noticed your presence and you will be at full hp and he will be low and easier to fight/kill (slightly like pjing in the wildy)

 

 

 

4:~~hiders

 

 

 

warning: in this section of the guide, my writing will be heavily influenced on my oppinion....

 

 

 

hiders are, to put simply, a pain in the @ss.... they do, as there name sugests, hide in corners, and dont show themselves untill the very end when everyone is weak and they are at full power

 

 

 

if you are in the caves and notice there are 5 people, and the enimys left option shows there are 6, its not a glitch, its a hider. to flush out this noob, all you need to do is run around the area, and look out for white dots against the walls of your minimap.

 

 

 

often, these noobs wear priest gowns, shade robes, dds's, and other stuff that blends in with the walls. they can usually be finished reasonably quick due to the fact that they have no armour on. just dds them quickly, and they will easily be eliminated.

 

 

 

5:~~Ancient magicks

 

 

 

ancietn magicks actually may cause you to loose, as much as they may help you to win. when you have ancients, you need to be able to hit multiple targets, otherwise you dont stand a chance. often, a good mage (70+ with ice barrage), will get piled by huge lvl 100+ teems. when faced with these simmalar situations, you will most likely die, but you might as well deal as much damage as you can. so ice them, stand back, and ice them again. remmember to eat, if you brought food, and pray if you are really loosing.

 

 

 

6:~~barrows

 

 

 

when participating in the fight pits, you will most likely want to bring barrows armour. in case you are not firmiliar wtih the set efects,

 

veracs hits through prayer and armour, dharaks max hit increases as your helth gets low, guthans allows you to heal the amount of damage you hti(occasionally), karils set effect is worthless, so is torags, and ahrims lowers your opponents strength( i think)

 

 

 

veracs is by far the most domanant of sets. in all my expierioence in the pits, veracs seems to beat all other brothers due to the fact that it evades prayer and armour. the second most popular, and domanant brother, is dharaks. it is good because it will sometimes max out a 70+ hit right before you run out of hp, sometimes letting you live to see another round of combat

 

 

 

guthans is also used because of its healing properties. it is often used to heal on the monster when they arive. torags is the least comon mele brother, because it can easily be taken down with veracs, but if you cant afford anything else, torags with a whip is the way to go. it gives great defence and great offence, the perfect combo.

 

 

 

ahrims and karils are both never used for there defencive properties, they are mostly used for mage/ranging offence. if you have ahrims/karils but arent range/mageing, sell it and buy something else.

 

 

 

7:~~other stuffs...

 

 

 

after 5 minuites(i think) of combat, monsters start to appear, to help finish off the compitition. the lvl 11 bats drain one prayer every time they attack you. then the 45s come. the 45s can hit up to 7 and have 20 hp. then the 90s come. they have 45 hp, and attack with both range and mele attacks. if you still are fighting after you get to these guys, you start randomly getting hit. you get three ones a second, making you die really quick. lol.

 

 

 

if you win the fight pits,you get a red skull over your head. you wont recieve your reward untill you leave the pits/die in the next round. your reward is tokul. tokul can be used to purchase many different wepons, sheilds, and capes. the amount of tokul you recieve is the total combat lvl of every person that dies, meaning that if someone walks out, you dont get tokul for killing them. also, if you are the winner, and log out in between games without moveing into the waiting room first, you dont recieve your reward #-o

wop wop

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~barrows teems:teams where everyone uses barrows

 

 

 

You actually spelled it right at that place. Now change all the others, and all other misspellings there. Would also look better if you used a capital letter in the beginning of phrases.

 

 

 

Other than that, it's very nice, maybe add a part: What IS the fight pits?

Uula.png
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