HCCO/Guide/12: Difference between revisions

Updated SQ section to add builds for all 3 styles with a section for farming additional guardian amulets & perfect sight legs.
(Added updated rune farming section post Ice Trolls)
(Updated SQ section to add builds for all 3 styles with a section for farming additional guardian amulets & perfect sight legs.)
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In order to access {{ZoneIcon|Ancient Sanctuary}} you will need to assemble 5 key parts to form the {{UpgradeIcon|Labyrinth Solution}}. Each key piece is obtained by a different monster in {{ZoneIcon|Jungle Labyrinth}}. The following build will comfortably allow you to idle 4 out of the 5 monsters in {{ZoneIcon|Jungle Labyrinth}} (all except the {{Skill|Magic}} enemy) and can be used for {{ZoneIcon|Ancient Sanctuary}} as well. The {{ItemIcon|Bundled Protection Body}} and {{ItemIcon|Perfect Sight Legs}} upgrades are obtained in {{ZoneIcon|Jungle Labyrinth}} directly from {{MonsterIcon|Alraune}} and {{MonsterIcon|Conda}} respectively, which can both be idled safely without the upgrades. While the upgrades are recommended for {{ZoneIcon|Ancient Sanctuary}} itself, which can be tackled without them, you should pick up both of them now. Although {{ItemIcon|Bundled Protection Body}} is less useful than {{ItemIcon|Perfect Sight Legs}}, it is significantly faster to obtain. It is recommended to kill all the monsters while on a slayer task to supplement some slayer coin income. The monsters in this area are mostly master tier with the exception of {{MonsterIcon|Hungry Plant}}.
In order to access {{ZoneIcon|Ancient Sanctuary}} you will need to assemble 5 key parts to form the {{UpgradeIcon|Labyrinth Solution}}. Each key piece is obtained by a different monster in {{ZoneIcon|Jungle Labyrinth}}. The following build will comfortably allow you to idle 4 out of the 5 monsters in {{ZoneIcon|Jungle Labyrinth}} (all except the {{Skill|Magic}} enemy) and can be used for {{ZoneIcon|Ancient Sanctuary}} as well. The {{ItemIcon|Bundled Protection Body}} and {{ItemIcon|Perfect Sight Legs}} upgrades are obtained in {{ZoneIcon|Jungle Labyrinth}} directly from {{MonsterIcon|Alraune}} and {{MonsterIcon|Conda}} respectively, which can both be idled safely without the upgrades. While the upgrades are recommended for {{ZoneIcon|Ancient Sanctuary}} itself, which can be tackled without them, you should pick up both of them now. Although {{ItemIcon|Bundled Protection Body}} is less useful than {{ItemIcon|Perfect Sight Legs}}, it is significantly faster to obtain. It is recommended to kill all the monsters while on a slayer task to supplement some slayer coin income. The monsters in this area are mostly master tier with the exception of {{MonsterIcon|Hungry Plant}}.


Note that 'deadly poison' is just the (poorly chosen) name of a stronger version of poison. It is '''not''' actually lethal, so there is no need to prioritise slayer area negation.
Note: 'Deadly poison' is just the (poorly chosen) name of a stronger version of poison. It is '''not''' actually lethal, so there is no need to prioritise slayer area negation.
 
Also, if you can spare the inventory slot, try to hold onto any extra {{ItemIcon|Perfect Sight Legs Material}} as you will eventually want to farm 2 extra copies. However, that won't happen until much later, so it's not necessary to hold onto if you lack space.


{{Equipment/Recommended
{{Equipment/Recommended
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The {{ZoneIcon|Lair of the Spider Queen}} features a completely unique mechanic where the boss, {{MonsterIcon|Spider Queen}}, has a completely random attack style each time she spawns. The minions in the dungeon also have a similar mechanic as their spawn pattern will be completely random, so expect to face all 3 combat styles in this dungeon. {{Skill|Ranged}} is preferred for killing minions in the lead up to the boss as {{Skill|Ranged}} has the lowest overall DR penalty against its weak style (-25% DR against {{Skill|Attack|Melee}}) compared to something like {{Skill|Attack|Melee}} (which has a -50% DR penalty against {{Skill|Magic}} enemies). The boss can comfortably be dispatched with appropriate late game gear (needed to out-dps her healing) and the corresponding style, so the main difficulty of this dungeon is simply being present when the boss spawns in order to switch to the correct gear loadout.
The {{ZoneIcon|Lair of the Spider Queen}} features a completely unique mechanic where the boss, {{MonsterIcon|Spider Queen}}, has a completely random attack style each time she spawns. The minions in the dungeon also have a similar mechanic as their spawn pattern will be completely random, so expect to face all 3 combat styles in this dungeon. {{Skill|Ranged}} is preferred for killing minions in the lead up to the boss as {{Skill|Ranged}} has the lowest overall DR penalty against its weak style (-25% DR against {{Skill|Attack|Melee}}) compared to something like {{Skill|Attack|Melee}} (which has a -50% DR penalty against {{Skill|Magic}} enemies). The boss can comfortably be dispatched with appropriate late game gear (needed to out-dps her healing) and the corresponding style, so the main difficulty of this dungeon is simply being present when the boss spawns in order to switch to the correct gear loadout.


Since we only need one clear to access the next areas, the easiest strategy is to only use {{Skill|Ranged}} and run if the Spider Queen's style isn't {{Skill|Magic}} (i.e. so we can use Ranged against her). However, that leaves a 2/3rds chance you'll have to run each attempt. The alternative is also gearing up to use Melee against the Ranged version, but you'll want to farm extra copies of certain items so you don't have to manually switch gear and risk dying.
Since we only need one clear to access the next areas, the easiest strategy is to only use {{Skill|Ranged}} and run if the Spider Queen's style isn't {{Skill|Magic}} (i.e. so we can use Ranged against her). However, that leaves a 2/3rds chance you'll have to run each attempt. The alternative is also gearing up to also use {{Skill|Melee}} against the Ranged version and {{Skill|Magic}} against the Melee version, but you'll want to farm extra copies of certain items so you don't have to manually switch gear and risk dying.


'''Ranged Build for Clearing Trash & Magic Spider Queen:'''
'''Ranged Build for Clearing Trash & Magic Spider Queen:'''
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|passive1 = Guardian Amulet
|passive1 = Guardian Amulet
|prayer11 = Battleborn
|prayer11 = Battleborn
|prayer12 = Avidity
|prayer21 = Avidity
}}
}}


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|passive1 = Guardian Amulet
|passive1 = Guardian Amulet
|prayer11 = Battleborn
|prayer11 = Battleborn
|prayer12 = Holy Aegis
|prayer21 = Holy Aegis
}}
 
'''Magic Build for Melee Spider Queen:'''
{{Equipment/Recommended
|style = Magic
|helm1 = Blazing Helmet
|neck1 = Guardian Amulet
|cape1 = Infernal Cape
|body1 = Freezing Touch Body
|legs1 = Perfect Sight Legs
|weapon1 = Lightning Coil 2H Staff
|gloves1 = Burning Madness Gloves
|boots1 = Frostspark Boots
|ring1 = Wasteful Ring
|passive1 = Shield of Magic Power
|prayer11 = Battleborn
|prayer21 = Battleheart
}}
 
For all builds, you must reach 85% DR to survive the {{MonsterIcon|Spider Queen}} above 50% HP (before Guardian Amulet kicks in).
 
You'll note several items from the Ranged Build are also in the Melee & Magic builds. You will have to manually switch gear between the sets very fast or spend some time farming additional copies (reccomended). You should already have extra {{ItemIcon|Frostspark Boots}} for each style and farming another couple {{ItemIcon|Blazing Helmet}} is pretty quick. That would leave you with only needing to swap {{ItemIcon|Perfect Sight Legs}} and {{ItemIcon|Guardian Amulet}} which isn't too bad.
 
The alternative to gear swapping is farming 2 additional {{ItemIcon|Guardian Amulet}} & {{ItemIcon|Perfect Sight Legs}}. Eventually, you'll want 3 copies (one for each style) for when we return to {{ZoneIcon|Lair of the Spider Queen}} to farm the {{ItemIcon|Royal Toxin Gear}} and {{PetIcon|Webbie}}, so might as well grab the extra copies now (though not explicitly required, the QoL is significant).
 
===Terran God Dungeon & Conda Redux===
We'll use the same {{Skill|Melee}} build for both {{ZoneIcon|Earth God Dungeon}} & {{MonsterIcon|Conda}} to prevent any unnecessary rune farming. An argument could be made to farm with {{Skill|Magic}} to help train to 120, but the xp:rune ratio is much better elsewhere when the time comes. As stated above, we're here to farm 2 additional copies of {{ItemIcon|Guardian Amulet}} & {{ItemIcon|Perfect Sight Legs}} (one for each style).
 
{{Equipment/Recommended
|style = Melee
|helm1 = Slayer Helmet (Mythical)
|neck1 = Fighter Amulet
|cape1 = Superior Attack Skillcape
|body1 = Slayer Platebody (Mythical)
|legs1 = Perfect Sight Legs
|weapon1 = FrostSpark 1H Sword
|shield1 = Shield of Melee Power
|gloves1 = Relentless Fury Gloves
|boots1 = Frostspark Boots
|ring1 = Relentless Fury Ring
|passive1 = FrostSpark Amulet
|prayer11 = Battleborn
|prayer21 = Valor
}}
}}


You'll note several items from the Ranged Build are also in this one. You will have to manually switch gear between the sets very fast or
Once again, in both cases, while {{ItemIcon|Ragnar God Platelegs}} just barely edges out {{ItemIcon|Perfect Sight Legs}} in DPS, the increased food cost is not worth it.
spend some time farming additional copies. You should already have extra {{ItemIcon|Frostspark Boots}} for each style, and Farming another {{ItemIcon|Blazing Helmet}} (or two) is pretty quick. That would leave you with only needing to swap {{ItemIcon|Perfect Sight Legs}} and {{ItemIcon|Guardian Amulet}} which isn't too bad. Pre-equip {{ItemIcon|Terran God Platelegs}} to pad the DR and make sure you have both items quickslotted on your melee set; then, when the last trash Spider dies: Switch to Melee set, top off HP, and quick equip the legs and amulet.
 
For {{ZoneIcon|Earth God Dungeon}}, this build should net you ~2.5k Earth Shards per hour (or ~23 clears per hour). Overall, the grind should take about 24 hours to get the two extra {{ItemIcon|Guardian Amulet}}'s using ~650k prayer points and less than 1k jellies.
 
The {{MonsterIcon|Conda}} grind is 12-13 hours using ~400k prayer points and ~4k jellies. Farming on task will reduce this grind by ~1.5 hours, but would require logging in every 1-2 hours, or less, to refresh the task as your kph is ~242/hour on task.


==Goliath Werewolf==
==Goliath Werewolf==
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