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<noinclude>The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], @ERRORMONSTER#8764 and @Zxv#0157 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.</noinclude>
<p class="noexcerpts">The majority of this guide is written by [[User:Username|Username]], [[User:Mazunki|mazunki]], @ERRORMONSTER#8764 and @Zxv#0157 of the Discord community. If you have any questions, or if anything is wrong, please make sure to reach out to any of us. Feel free to edit the guide or add anything to it as needed.</p>


Thanks to everyone in #hardcore-mode-chat for making this possible. :)
Thanks to everyone in #hardcore-mode-chat for making this possible. :)
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{{Skill|Magic}} in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost {{ItemIcon|Air Rune|Air Runes}}, but {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, and {{ItemIcon|Fire Rune|Fire}} spells additionally cost their respective runes.
{{Skill|Magic}} in this challenge will mainly consist of casting Air spells, since you can remove one colour from the rune costs. All spells cost {{ItemIcon|Air Rune|Air Runes}}, but {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, and {{ItemIcon|Fire Rune|Fire}} spells additionally cost their respective runes.


This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the {{MonsterIcon|Vampire}} and the {{MonsterIcon|Master Wizard}}. The {{MonsterIcon|Vampire|nolink=true}} is probably best for now, since it is a {{Skill|Ranged|nolink=true}} monster, meaning we can strike it with our powerful {{Skill|Attack|Melee}}. Even considering the drop chance and drop rates are lower than from the {{MonsterIcon|Master Wizard|nolink=true}}, this will be faster overall.
This is a bad thing for us, since we have no real way to farm a lot of runes yet. However, we can get started by farming some catalyst runes from the {{MonsterIcon|Vampire}} and the {{MonsterIcon|Master Wizard}}. The {{MonsterIcon|Vampire}} is probably best for now, since it is a {{Skill|Ranged}} monster, meaning we can strike it with our powerful {{Skill|Attack|Melee}}. Even considering the drop chance and drop rates are lower than from the {{MonsterIcon|Master Wizard}}, this will be faster overall as it will crucially save more food. Killing {{MonsterIcon|Wizard}} until one piece of either {{ItemIcon|Green Wizard Hat|Green Robes|nolink=true}} or {{ItemIcon|Blue Wizard Hat|Blue Robes|nolink=true}} (at {{Skill|Magic|10}}) for each slot is recommended.


Catalyst Runes are the runes you use to power up your spells, while Elemental runes select which element you’re using. You can remove the cost for Elemental runes with staves, which we will abuse to completely nullify the Air cost, and thus only use air Apells.
Catalyst Runes are the runes you use to power up your spells, while Elemental runes select which element you’re using. You can remove the cost for Elemental runes with staves, which we will abuse to completely nullify the {{ItemIcon|Air Rune}} cost, and thus primarily use air spells. Remember, since prayer points are a lot easier to farm on a CO than runes, you will generally want to run the two highest offensive prayers at all times when training magic. However, it is only worthwhile if the prayers give magic damage boost ({{PrayerIcon|Mystic Mastery}}, {{PrayerIcon|Augury}} and {{PrayerIcon|Battleheart}}) or if you are very low level and your accuracy is low (below 90%).


The {{ItemIcon|Staff of Air}} reduces the cost by 1, allowing you to cast up to {{Icon|Wind Strike|type=spell}} for free at 20 damage. The {{ItemIcon|Air Battlestaff|Battlestaff}} reduces it by 3, allowing you to cast up to {{Icon|Wind Blast|type=spell}} for free at 130 damage. The {{ItemIcon|Mystic Air Staff}} reduces it by 5, allowing you to cast up to {{Icon|Wind Wave|type=spell}} for free at 170 damage.
The {{ItemIcon|Staff of Air}} (obtained from {{MonsterIcon|Fairy}}) reduces the cost by 3, allowing you to cast all spells up to {{Icon|Fire Bolt|type=spell}} with the sole exception of {{Icon|Wind Bolt|type=spell}} for no {{ItemIcon|Air Rune}} cost. {{ItemIcon|Air Rune}} are by far the most valuable elemental rune on a CO, so you should use the other elements to level your magic early on as these runes have little use outside of very late game situations by which point you will have a huge stockpile. You should aim to use most of your {{ItemIcon|Mind Rune}} on {{Icon|Fire Strike|type=spell}} and your {{ItemIcon|Chaos Rune}} on {{Icon|Earth Bolt|type=spell}} to make the most use of your varied runes gathered, until you are {{Skill|Magic|30}}. At this point you can equip an {{ItemIcon|Air Battlestaff}} to save {{ItemIcon|Air Rune|qty=5}}/cast, so obtain one from {{MonsterIcon|Master Wizard}} and use that until {{Skill|Magic|40}}. You also have enough magic defence from levelling {{Skill|Magic}} that you can consider clearing {{ZoneIcon|Hall of Wizards}} for some {{Skill|Ranged}} exp and better robes. The {{ItemIcon|Red Wizard Robes}} can be worn at {{Skill|Magic|30}} (levelling from 1 to 30 cuts food usage against magic enemies roughly in half) and the dungeon will be important in the a following section anyway. You can alternatively wait until {{Skill|Magic|40}} for even higher magic defence. Lastly, now that you have some magic defence, gathering 200 {{ItemIcon|Amulet of Magic}} is on the table. You will obtain a lot of catalyst runes in the process which can be put towards levelling, so  it is worth making a dent in this decently long grind now. {{MonsterIcon|Master Wizard}} are the best overall source of catalyst runes, as they have the lowest HP while dropping one of three catalyst runes 85% of the time.


Keep in mind you will also need the Catalyst runes for each tier. Once you get to {{SkillReq|Magic|30}}, you can start wielding {{ItemIcon|Air Battlestaff|battlestaves}}, and should therefore also cast {{Icon|Wind Bolt|type=spell}}. {{ItemIcon|Mind Rune|Mind Runes}} are useful lategame as {{Icon|Water Strike|type=spell}} is the most rune-efficient spell to use for {{ItemIcon|Cloudburst Staff}} and {{ItemIcon|Ocean Song}}, so you may want to consider keeping them.
You can now make use of every standard spell that is worth considering on a CO, which is up until {{Icon|Wind Blast|type=spell}}. Prioritise all other elemental spells until you consume your elemental runes, and then finish training on the highest level air spell that has no elemental rune cost. Make sure to use the highest level aurora that you can that has no elemental cost. This will be {{Icon|Surge I|type=aurora}} from {{Skill|Magic|15}}-{{Skill|Magic|40}} and {{Icon|Surge II|type=aurora}} afterwards. The light runes will be supplied from {{UpgradeIcon|Standard Resupply}} and will be in considerable abundance, so these should not be conserved.


After you can cast {{ItemIcon|Death Rune|Death}} spells, you might want to go back and forth between {{ItemIcon|Chaos Rune|Chaos Runes}} and {{ItemIcon|Death Rune|Death Runes|nolink=true}}, since they both deal decent damage, and are both farmed decently at the {{MonsterIcon|Master Wizard|nolink=true}} for a while. Eventually, as you get more magic evasion through leveling {{Skill|Magic|nolink=true}}, you will only use {{ItemIcon|Death Rune|Death Runes|nolink=true}}, as the {{MonsterIcon|Necromancer}} stops hurting too much.
After {{Skill|Magic|40}}, you will now use a {{ItemIcon|Mystic Air Staff}} to conserve 7 elemental runes and primarily use {{Icon|Wind Blast|type=spell}} to level up, as this is the new highest no-elemental cost spell available. The relative damage increase between spells is lower as flat damage has diminishing returns, so there isn't much dps sacrificed by sticking to this one spell. However, the only way to obtain this staff is from {{ZoneIcon|Hall of Wizards}} at a relatively low drop rate (~1/191.67). On the plus side, you will get some nice runes (albeit at a slower rate than other options) along the way and a good pet, hopefully. You will also want to obtain a full set of {{ItemIcon|Red Wizard Hat|Red Robes|nolink=true}}. It is debatable whether staying here all the way until full {{ItemIcon|Ancient Wizard Hat|Ancient Robes|nolink=true}} is worthwhile. The robes have a very low drop rate and will likely take awhile to complete, but you will obtain some useful runes and almost certainly obtain the pet. It is also important to maximise rune efficiency by maximising magic damage bonus, as rune gathering is a slow process. If you are completionistic in nature then it may be a good idea, although strictly speaking it would be faster to focus on simply obtaining more {{ItemIcon|Death Rune}} from {{MonsterIcon|Master Wizard}} and {{MonsterIcon|Necromancer}} than worrying about min-maxing the rune efficiency.
 
Once you have your gear, the best monster to kill is {{MonsterIcon|Raging Horned Elite}} as they are melee and drop valuable food, as well as giving a decent income and ammo. They have 5% DR, so using {{PrayerIcon|Battleheart}} if you have the {{Skill|Prayer}} level is recommended, along with {{PrayerIcon|Augury}}. Kill either {{MonsterIcon|Master Wizard}} or {{MonsterIcon|Necromancer}} for {{ItemIcon|Chaos Rune}} and/or {{ItemIcon|Death Rune}} whenever you need more runes. It is both more rune-efficient and time-efficient to gather runes and use them separately, rather than try to kill {{MonsterIcon|Necromancer}} with magic directly to slightly replenish the consumed runes. Making use of the triangle bonus is starting to become very important. You will be here until {{Skill|Magic|85}}. Once you have {{Skill|Magic|85}} you will upgrade to {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}, and then return to get a single level to {{Skill|Magic|86}}.
 
The rest of your magic training will come after {{ZoneIcon|Into the Mist}} once you have the passive slot. You will return again to {{MonsterIcon|Raging Horned Elite}} to get {{Skill|Magic|90}} to wield {{ItemIcon|Ocean Song}}, and then train from {{Skill|Magic|90}}-{{Skill|Magic|99}} on {{MonsterIcon|Umbora}} while grinding out {{ItemIcon|Tidal Edge}}.
 
{{ItemIcon|Mind Rune|Mind Runes}} are very useful lategame as {{Icon|Water Strike|type=spell}} is the most rune-efficient spell to use for {{ItemIcon|Cloudburst Staff}} and {{ItemIcon|Ocean Song}}, so you will want to keep them. You will also want to keep {{ItemIcon|Fire Rune}} (as well as {{ItemIcon|Ancient Rune}} and {{ItemIcon|Havoc Rune}}) for {{Icon|Incinerate|type=spell}} for {{ZoneIcon|Impending Darkness Event}}. {{ItemIcon|Water Rune}} and {{ItemIcon|Earth Rune}} are not terribly important. {{ItemIcon|Light Rune}} are obtained easily from {{UpgradeIcon|Standard Resupply}}.
 
In summary:
 
* {{Skill|Magic|1}} - {{Skill|Magic|30}} using strike spells, gathering runes and gear from {{MonsterIcon|Vampire}}, {{MonsterIcon|Wizard}} &{{MonsterIcon|Master Wizard}}
* {{Skill|Magic|30}} - {{Skill|Magic|40}} using bolt spells, gathering runes and gear from {{MonsterIcon|Master Wizard}}
* {{Skill|Magic|40}} - {{Skill|Magic|90}} using {{Icon|Wind Blast|type=spell}} on {{MonsterIcon|Raging Horned Elite}}, gathering runes from {{MonsterIcon|Master Wizard}} & {{MonsterIcon|Necromancer}} and gear from {{ZoneIcon|Hall of Wizards}} & {{ZoneIcon|Water God Dungeon}}
* {{Skill|Magic|90}} - {{Skill|Magic|99}} using {{Icon|Water Strike|type=spell}} with {{ItemIcon|Ocean Song}} on {{MonsterIcon|Umbora}}, gathering runes from {{MonsterIcon|Wizard}} & {{MonsterIcon|Master Wizard}}


== Chapter VII: (G) Ancient to God Dungeons ==
== Chapter VII: (G) Ancient to God Dungeons ==
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* Solely {{ItemIcon|Terran God Boots}} and later obtain {{ItemIcon|Hunter's Ring}}
* Solely {{ItemIcon|Terran God Boots}} and later obtain {{ItemIcon|Hunter's Ring}}


At least one of these combinations is needed to enable {{MonsterIcon|Rokken}} farming later down the line. As {{ItemIcon|Terran God Boots}} are the most common item from this dungeon, you can finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} Terran isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and {{ZoneIcon|Fire God Dungeon}} is actually ''easier'' to complete in comparison to {{ZoneIcon|Earth God Dungeon}} (as it is completed with {{Skill|Ranged}}), but you will need a few Terran pieces to reach the DR threshold for later activities such as {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Dark Waters}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR windows being tight, as there is no access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}} for COs. A {{ItemIcon|Guardian Amulet}} is not terribly useful as it has quite a high DPS penalty, but it may be useful in certain builds as a last resort to reach an idle DR threshold. A {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}} is a useful ring to have for the same reason, but it doesn't carry anywhere near as heavy of a DPS penalty so it is somewhat more desirable.
At least one of these combinations is needed to enable {{MonsterIcon|Rokken}} farming later down the line. As {{ItemIcon|Terran God Boots}} are the most common item from this dungeon, you can finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}} and {{ZoneIcon|Fire God Dungeon}} is actually ''easier'' to complete in comparison to {{ZoneIcon|Earth God Dungeon}} (as it is completed with {{Skill|Ranged}}), but you will need a few Terran pieces to reach the DR threshold for later activities such as {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Dark Waters}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR windows being tight, as there is no access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}} for COs. A {{ItemIcon|Guardian Amulet}} is not terribly useful as it has quite a high DPS penalty, but it may be useful in certain builds as a last resort to reach an idle DR threshold. A {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}} is a useful ring to have for the same reason, but it doesn't carry anywhere near as heavy of a DPS penalty so it is somewhat more desirable.


===Ragnar===
===Ragnar===
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The stun effect of the {{ItemIcon|Fighter Amulet}} is one of the strongest combinations with {{ItemIcon|Tidal Edge}} as the first hit of its special attack reliably activates the stun effect while the second hit enjoys a +30% damage increase due to the enemy being stunned. The amulet is borderline required to unlock the full potential of the weapon. This can be farmed later after the passive slot and {{ItemIcon|Shockwave}}, as it is a considerable grind.
The stun effect of the {{ItemIcon|Fighter Amulet}} is one of the strongest combinations with {{ItemIcon|Tidal Edge}} as the first hit of its special attack reliably activates the stun effect while the second hit enjoys a +30% damage increase due to the enemy being stunned. The amulet is borderline required to unlock the full potential of the weapon. This can be farmed later after the passive slot and {{ItemIcon|Shockwave}}, as it is a considerable grind.
===Late Game Farming===
As the God dungeons require fairly high stats and gear, efficiently farming will mostly be carried out after completing {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Dark Waters}} grinds. The first two dungeons, {{ZoneIcon|Air God Dungeon}} and {{ZoneIcon|Water God Dungeon}} are easily farmed out with gear upgrades listed in the respective sections above (with obvious upgrades made where appropriate, such as {{ItemIcon|(G) Rune Boots}} → {{ItemIcon|Terran God Boots}}). On the other hand, both {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|Fire God Dungeon}} will require a {{ItemIcon|Wasteful Ring}} to lower the efficient idle DR thresholds to CO-achieveable levels, and so are better left until later. This is because {{ZoneIcon|Earth God Dungeon}} is most efficiently cleared with melee over magic (as the latter is far fewer effective kills/hr due to rune gathering speed being very low) and the second to last enemy in both dungeons {{ZoneIcon|Fire God Dungeon}} ({{MonsterIcon|Mistral}} and {{MonsterIcon|Ignis}} respectively) counters the primary style we use for each dungeon. The necessity of {{ItemIcon|Wasteful Ring}} stems from simply being able to deal with these monsters while at a combat triangle disadvantage.
One will note the prevalence of Master slayer gear in the recommendations. This is because the doubling effect from Master slayer gear is overall more beneficial than the slight increase in DPS from God gear. Where DR allows for it, Master slayer gear is preferred. It is not worth using offensive prayers to boost clears/hr, as the additional clears/hr save less time than the equivalent amount of elite slayer required to replenish the prayer points used.
The DR thresholds for all of the dungeons are listed here
{| class="wikitable"
|-
! Dungeon
! HP
! DR
|-
| {{ZoneIcon|Air God Dungeon}}
| 1030
| 42%
|-
| {{ZoneIcon|Water God Dungeon}}
| 1000
| 49%
|-
| {{ZoneIcon|Earth God Dungeon}} (Magic)
| 1000
| 47%
|-
| {{ZoneIcon|Earth God Dungeon}} (Melee, {{ItemIcon|Wasteful Ring}})
| 1030
| 52% (SC) / 64% (HC)
|-
| {{ZoneIcon|Fire God Dungeon}}
| 1000
| 56% (SC) / 71% (HC)
|-
| {{ZoneIcon|Fire God Dungeon}} (HC, {{ItemIcon|Wasteful Ring}})
| 1030 (HC)
| 62% (HC)
|-
|}
Note that there are differences for hardcore and softcore players for the two later dungeons.
Below are suggested gear setups that are optimal (or close to, as they ignore items from {{ZoneIcon|Unhallowed Wasteland}} and beyond) that can meet the DR requirements listed in this table. The optimal gear set will always meet the DR requirement if the player has all three defensive pets. Any substitutions should be checked to see if it still meets the DR/HP requirements.
====Air God====
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Master)
|helm2 = Ragnar God Helmet
|helm3 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Slayer Platebody (Master)
|body2 = Ragnar God Platebody
|body3 = Terran God Platebody
|legs1 = Ragnar God Platelegs
|legs2 = Terran God Platelegs
|weapon1 = Tidal Edge
|weapon2 = Infernal Claw
|weapon3 = Ragnar Godsword
|weapon4 = Darksteel Dagger
|shield1 = Dragonfire Shield
|gloves1 = Ragnar God Gloves
|gloves2 = Terran God Gloves
|boots1 = Ragnar God Boots
|boots2 = Terran God Boots
|ring1 = Fighter Ring
|passive1 = Elder Crown
}}
Remember that if you opt for a Godsword then you will need to make up for lost DR through prayer or gear switches.
====Water God====
{{Equipment/Recommended
|style = Ranged
|helm1 = Slayer Cowl (Master)
|helm2 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|cape3 = Cape of Prat
|cape1 = Ranged Skillcape
|cape2 = Infernal Cape
|body1 = Slayer Leather Body (Master)
|body2 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Guardian Ring
|ring3 = Wasteful Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
This gear setup aims to maximise efficiency in the form of shards/hr and chests/hr while still maintaining good food, bolt and prayer economy. The optimal setup shown here has exactly 47% DR with the remainder being bridged by both DR pets ({{PetIcon|Leonardo}} and {{PetIcon|Erran}}). A {{ItemIcon|Ranged Skillcape}} is ideal to halve bolt use, but swapping this for an {{ItemIcon|Infernal Cape}} easily allows the player to utilise a {{ItemIcon|Deadeye Amulet}} for marginally more DPS over a {{ItemIcon|Fury of the Elemental Zodiacs}} if desired. The prayers {{PrayerIcon|Safeguard}} and {{PrayerIcon|Stone Skin}} can be used if the player needs more DR to hit the threshold, as the prayers only consume 1,000 and 3,000 prayer points/hr respectively. These slight prayer costs reduce the efficiency by about 1.5% / 4.5% (determined by doing elite slayer to replenish lost prayer points), which is marginal but on par with most gear substitutions listed here, therefore opting for a gear setup that saves prayer is very slightly better. Downgrading the shield to a {{ItemIcon|Dragonfire Shield}} is not recommended as this is around a 10% DPS loss so other gear swaps should be performed first, such as the ring slot.
====Earth God====
{{Equipment/Recommended
|style = Magic
|helm1 = Slayer Wizard Hat (Master)
|helm2 = Glacia God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Skull Cape
|body1 = Slayer Wizard Robes (Master)
|body2 = Glacia God Platebody
|legs1 = Glacia God Platelegs
|weapon1 = Ocean Song
|shield1 = Recoil Shield
|shield2 = Scaled Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Warlock Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
This dungeon is very easy to clear with magic, but the time spent gathering runes heavily diminishes the effective kills/hr. The strategy therefore is to work towards obtaining the necessary gear to meet the melee DR threshold for the player's game mode and then finish the dungeon using melee.
====Earth God (Melee, Softcore)====
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Master)
|helm2 = Ragnar God Helmet
|helm3 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Slayer Platebody (Master)
|body2 = Ragnar God Platebody
|body3 = Terran God Platebody
|legs1 = Ragnar God Platelegs
|legs2 = Terran God Platelegs
|weapon1 = Tidal Edge
|shield1 = Dragonfire Shield
|gloves1 = Terran God Gloves
|boots1 = Terran God Boots
|ring1 = Wasteful Ring
|passive1 = Elder Crown
}}
The optimal setup shown here is 49% DR with the remainder bridged by the {{PrayerIcon|Stone Skin}}, one DR pet and either {{PrayerIcon|Safeguard}} or the other DR pet. It is not worth attempting this dungeon without {{ItemIcon|Tidal Edge}}, as it is more than 3x faster than the next melee alternative. If Master slayer gear is not used then pieces of Terran can be replaced with Ragnar, with gloves having priority over boots.
====Earth God (Melee, Hardcore)====
{{Equipment/Recommended
|style = Melee
|helm1 = Terran God Helmet
|neck1 = Fighter Amulet
|neck2 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Terran God Platebody
|legs1 = Terran God Platelegs
|weapon1 = Tidal Edge
|shield1 = Dragonfire Shield
|gloves1 = Terran God Gloves
|boots1 = Terran God Boots
|ring1 = Wasteful Ring
|passive1 = Guardian Amulet
}}
One can tell that due to the complete upgrade to total tank gear that we are very much on the brink of obtainable DR for a CO. This is the only situation in the game where a {{ItemIcon|Guardian Amulet}} is completely necessary. It is unfortunate that it is the single rarest item from this dungeon, despite it being the sole use case for it. The optimal gear setup is 62% DR when under 50% HP, and the remainder of the needed DR given by the two DR pets or prayers. {{ItemIcon|Fighter Amulet}} is considerably better than {{ItemIcon|Fury of the Elemental Zodiacs}}, as the synergy with {{ItemIcon|Tidal Edge}} increases DPS drastically and cuts food usage in half. Even without {{PetIcon|Otto}} the player is still fast enough to avoid stuns from {{MonsterIcon|Terran}} as their attack speed is 2.85s.
====Fire God (Softcore)====
{{Equipment/Recommended
|style = Ranged
|helm1 = Slayer Cowl (Master)
|helm2 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|cape1 = Infernal Cape
|body1 = Slayer Leather Body (Master)
|body2 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Scaled Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Guardian Ring
|passive1 = Elder Crown
|ammo1 = Sapphire Bolts
}}
The optimal setup here is 51% DR, so it requires {{PrayerIcon|Stone Skin}}, one DR pet and then either {{PrayerIcon|Safeguard}} or the other DR pet. If substituting for {{ItemIcon|Deadeye Amulet}} then one must also substitute {{ItemIcon|Guardian Ring}} and include {{PrayerIcon|Safeguard}} or {{ItemIcon|Aeris God Platebody}}. This latter combination is very slightly worse by about 1-2%, so {{ItemIcon|Fury of the Elemental Zodiacs}} is overall preferred.
====Fire God (Hardcore)====
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Infernal Cape
|body1 = Aeris God Platebody
|legs1 = Aeris God Platelegs
|weapon1 = Shockwave
|weapon2 = Ancient Crossbow
|shield1 = Dragonfire Shield
|gloves1 = Aeris God Gloves
|boots1 = Aeris God Boots
|ring1 = Guardian Ring
|passive1 = Wasteful Ring
|ammo1 = Sapphire Bolts
}}
Note the switch to {{ItemIcon|Dragonfire Shield}}. The additional +30HP reduces the DR requirement by 2%. This gear setup gives a total of 57% DR, with the remaining DR given by {{PrayerIcon|Stone Skin}}, {{PetIcon|Leonardo}} and one of either
{{PrayerIcon|Safeguard}} or {{PetIcon|Erran}}.


== Chapter VIII: Into the Mist ==
== Chapter VIII: Into the Mist ==
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| Hands
| Hands
|-
|-
| {{ItemIcon|Cape of Prat}}
| {{ItemIcon|Ranged Skillcape}}
| Cape
| Cape
|-
|-
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|}
|}


* The best option for obtaining {{ItemIcon|Air Rune}} is {{MonsterIcon|Wizard}}. With the previous gear setup, one can expect to obtain about {{ItemIcon|Air Rune|qty=800}}/hr using melee and almost {{ItemIcon|Air Rune|qty=1000}} with ranged. The ranged setup will consume about {{ItemIcon|Ancient Throwing Knife|qty=1000}} per hour, so it essentially trades {{ItemIcon|Ancient Throwing Knife}} for {{ItemIcon|Air Rune}} 1:1. Lower tier knives are perfectly viable, as even {{ItemIcon|Bronze Throwing Knife}} is still better than the melee setup (around 840 {{ItemIcon|Air Rune}}/hr in the worst case scenario). A {{ItemIcon|Ranged Skillcape}} is also worth considering, as this drops the knife usage to around 650/hr, or down to around 400/hr if {{ItemIcon|Throwing Power Gloves}} are swapped for {{ItemIcon|Aeris God Gloves}}. This will cut the kills/hr by a noticeable amount. It should take about 70-85 hours to obtain all the {{ItemIcon|Air Rune}} necessary, depending on the method used.
* The best option for obtaining {{ItemIcon|Air Rune}} is {{MonsterIcon|Wizard}}. With the previous gear setup, one can expect to obtain about {{ItemIcon|Air Rune|qty=800}}/hr using melee and around {{ItemIcon|Air Rune|qty=970}} with ranged. The ranged setup will consume about {{ItemIcon|Ancient Throwing Knife|qty=600}} per hour, so it essentially trades {{ItemIcon|Ancient Throwing Knife}} for {{ItemIcon|Air Rune}} at basically a 1:2 ratio. Lower tier knives are perfectly viable, as even {{ItemIcon|Bronze Throwing Knife}} is still better than the melee setup (around 840 {{ItemIcon|Air Rune}}/hr in the worst case scenario). Javelins are also viable, as {{ItemIcon|Ancient Javelin}} will result in around {{ItemIcon|Air Rune|qty=950}}/hr and consume slightly fewer javelins (around 500/hr). A {{ItemIcon|Cape of Prat}} is also an option, but this almost doubles the ammo usage to around {{ItemIcon|Ancient Throwing Knife|qty=1100}}/hr while only increasing the runes gained to around {{ItemIcon|Air Rune|qty=990}}/hr. It should take about 70-85 hours to obtain all the {{ItemIcon|Air Rune}} necessary, depending on the method used.


* For collecting mind runes, the best option is {{MonsterIcon|Master Wizard}}. Luckily this will be a lot faster, obtaining about {{ItemIcon|Mind Rune|qty=2150}}/hr with melee and about {{ItemIcon|Mind Rune|qty=2675}}/hr with ranged. Similar ammo saving considerations can be made as above when farming {{ItemIcon|Air Rune}}. While collecting the {{ItemIcon|Mind Rune|qty=67500}}, you will also snag {{ItemIcon|Chaos Rune|qty=27000}}, {{ItemIcon|Death Rune|qty=8000}} and over {{ItemIcon|Amulet of Magic|qty=400}} for your second and third {{ItemIcon|Fury of the Elemental Zodiacs}}. This will be much faster than {{ItemIcon|Air Rune}}, clocking in around 30 hours to collect all the necessary {{ItemIcon|Mind Rune}}. The {{ItemIcon|Chaos Rune}} when used on {{MonsterIcon|Raging Horned Elite}} should give about 2.3m magic exp and the {{ItemIcon|Death Rune}} around 900k. If starting the T90 grind without having {{Skill|Magic|90}} required to equip {{ItemIcon|Ocean Song}} then one should start the rune farming grind with {{MonsterIcon|Master Wizard}} and use the higher tier catalytic runes to level their magic.
* For collecting mind runes, the best option is {{MonsterIcon|Master Wizard}}. Luckily this will be a lot faster, obtaining about {{ItemIcon|Mind Rune|qty=2150}}/hr with melee and about {{ItemIcon|Mind Rune|qty=2675}}/hr with ranged. Similar ammo saving considerations can be made as above when farming {{ItemIcon|Air Rune}}. While collecting the {{ItemIcon|Mind Rune|qty=67500}}, you will also snag {{ItemIcon|Chaos Rune|qty=27000}}, {{ItemIcon|Death Rune|qty=8000}} and over {{ItemIcon|Amulet of Magic|qty=400}} for your second and third {{ItemIcon|Fury of the Elemental Zodiacs}}. This will be much faster than {{ItemIcon|Air Rune}}, clocking in around 30 hours to collect all the necessary {{ItemIcon|Mind Rune}}. The {{ItemIcon|Chaos Rune}} when used on {{MonsterIcon|Raging Horned Elite}} should give about 2.3m magic exp and the {{ItemIcon|Death Rune}} around 900k. If starting the T90 grind without having {{Skill|Magic|90}} required to equip {{ItemIcon|Ocean Song}} then one should start the rune farming grind with {{MonsterIcon|Master Wizard}} and use the higher tier catalytic runes to level their magic.
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