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HCCO/Guide: Difference between revisions

From Melvor Idle
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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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|}
|}


* 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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