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HCCO/Guide: Difference between revisions

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→‎Chapter VII: (G) Ancient to God Dungeons: Reworked God Dungeon sections. Put gear recommendations into tables and updated some of the outdated information. Fire god to come next.
m (→‎Chapter VIII: Into the Mist: Changed magic level requirement to match the spell gust)
(→‎Chapter VII: (G) Ancient to God Dungeons: Reworked God Dungeon sections. Put gear recommendations into tables and updated some of the outdated information. Fire god to come next.)
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== Chapter VII: (G) Ancient to God Dungeons ==
== Chapter VII: (G) Ancient to God Dungeons ==
===Pre-Gods===
===Pre-Gods===
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it.
It's about time to get the {{ItemIcon|Fury of the Elemental Zodiacs}}. It has 1% more Damage Reduction than the {{ItemIcon|Elite Amulet of Defence}}, in addition to offensive and defensive bonuses. Refer to the [[Fury of the Elemental Zodiacs/Guide|FEZ Guide]] for getting all the materials to make it. You will also want to have completed the {{ItemIcon|Dragonfire Shield}} and {{ItemIcon|Scaled Shield}} grinds, as these items are essentially best in slot for their respective classes and give considerable offensive and defensive bonuses.
 
It is recommended to have {{Skill|Attack|99|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|99|nolink=true}} melee stats at this point, but base 90s are fine. As CO accounts have limited sources of damage reduction and bonus HP, {{Skill|Hitpoints|99|nolink=true}} is a requirement for most of the game beyond this point. You will need {{Skill|Ranged|85}} for {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} Aeris armour and {{Skill|Magic|85}} for {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} Glacia armour during this section. This section will assume both {{PetIcon|Finn, the Cat}} and {{PetIcon|Leonardo}} for +10 HP and +1% DR respectively.
 
Throughout this section the optimal setup will be discussed, and HP/DR thresholds revolving best case scenario will be primarily considered. Use [https://silberdrachi.github.io/CanIIdle/ Can I Idle] to verify if any other DR/HP combination you might have might suffice.


===Aeris===
===Aeris===


Getting {{Skill|Attack|99|nolink=true}} / {{Skill|Strength|99|nolink=true}} / {{Skill|Defence|99|nolink=true}} melee stats is not a bad plan at this point, but before moving into the {{ZoneIcon|Air God Dungeon}}, you'll want to have at least {{Skill|Attack|90|nolink=true}} / {{Skill|Strength|90|nolink=true}} / {{Skill|Defence|90|nolink=true}} melee stats, full {{ItemIcon|(G) Ancient Platebody|(G) Ancient Armour|nolink=true}}, {{ItemIcon|(G) Rune Boots}}, {{ItemIcon|Paladin Gloves}}, {{ItemIcon|Dragonfire Shield}}, {{ItemIcon|Fire Cape}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}} or {{ItemIcon|Elite Amulet of Defence}}, and {{SkillReq|Ranged|85}}. This combination of armor will allow you to reach 43% DR and idle the {{ZoneIcon|Air God Dungeon}} with as low as {{SkillReq|Hitpoints|97}} for 1000 total health, including the 30 HP bonus from the {{ItemIcon|Dragonfire Shield}}. If your HP is at least {{SkillReq|Hitpoints|95}}, then you can even use the {{ItemIcon|(U) Ancient D-hide Vambraces}} for 2% DR more than {{ItemIcon|Paladin Gloves}}.
====Recommended gear====
 
{{Equipment/Recommended
|style = Melee
|helm1 = (G) Ancient Helmet
|helm2 = (G) Rune Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Elite Amulet of Defence
|cape1 = Infernal Cape
|cape2 = Fire Cape
|body1 = (G) Ancient Platebody
|body2 = (G) Dragon Platebody
|body3 = (G) Rune Platebody
|legs1 = (G) Ancient Platelegs
|legs2 = (G) Dragon Platelegs
|legs3 = (G) Rune Platelegs
|weapon1 = Sunset Rapier
|weapon2 = Ancient Sword
|shield1 = Dragonfire Shield
|shield2 = (G) Ancient Shield
|shield3 = (G) Rune Shield
|gloves1 = (U) Ancient D-hide Vambraces
|gloves2 = (U) Black D-hide Vambraces
|gloves3 = Paladin Gloves
|boots1 = (G) Rune Boots
|ring1 = Sandstorm Ring
}}
 
The optimal gear recommended above gives 1030 HP and 48% DR. You only need 42% DR with 1030 HP, or 48% DR and 910 HP to survive Air god.
 
The optimal gear assumes the player has manually completed the {{ZoneIcon|Infernal Stronghold}} once for the {{ItemIcon|Infernal Cape}}. If you wish to idle that dungeon, then you will need {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} Glacia gear from the next dungeon in order to do so.


Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armour|nolink=true}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield}} a while longer, though all of the godswords can be used for non-dungeon grinding.
Your goal is to get full {{ItemIcon|Aeris God Platebody|Aeris God Armour|nolink=true}} from the {{ItemIcon|Scroll of Aeris|Scrolls of Aeris}}, with the {{ItemIcon|Stormsnap}} being optional. The {{ItemIcon|Aeris Godsword}} is wholly unnecessary, as you'll want to keep using the DR of the {{ItemIcon|Dragonfire Shield}} a while longer, though all of the godswords can be used for non-dungeon grinding.
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===Glacia===
===Glacia===
Hopefully you've gotten the {{PetIcon|Finn, the Cat}} pet by now, because the 10 max Health bonus makes DR and max hit calculations much easier, not to mention potentially saving you 1% DR here and there. That and the {{PetIcon|Leonardo}} pet will be assumed from here out for the sake of example gear, just for simplicity, alongside {{SkillReq|Hitpoints|99}}.


{{ZoneIcon|Water God Dungeon}} will be done with {{Skill|Ranged}}. Your goal is 49% DR. While it's much easier to reach this threshold with the {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}, gathering bolts from either {{ItemIcon|Air Chest|Air Chests}} or {{Skill|Slayer}} resupplies is pretty tedious. An alternative if you have {{SkillReq|Prayer|80}} is to use the {{PrayerIcon|Stone Skin}} Prayer and the {{ItemIcon|Ancient Longbow}}, full {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ|nolink=true}}, {{ItemIcon|Silver Diamond Ring}}, and a {{ItemIcon|Fire Cape}}. Otherwise, you'll have to use a shield.
====Recommended gear====
 
{{Equipment/Recommended
|style = Ranged
|helm1 = Aeris God Helmet
|neck1 = Fury of the Elemental Zodiacs
|neck2 = Deadeye Amulet
|neck3 = Elite Amulet of Defence
|cape1 = Infernal Cape
|cape2 = Cape of Prat
|cape3 = Fire Cape
|body1 = Aeris God Platebody
|body2 = (U) Ancient D-hide Body
|legs1 = Aeris God Platelegs
|legs2 = (U) Ancient D-hide Chaps
|weapon1 = Ancient Crossbow
|weapon2 = Stormsnap
|weapon3 = Ancient Longbow
|weapon4 = Confetti Crossbow
|shield1 = Scaled Shield
|shield2 = Dragonfire Shield
|gloves1 = Aeris God Gloves
|gloves2 = (U) Ancient D-hide Vambraces
|boots1 = Aeris God Boots
|ring1 = Deadeye Ring
|ring2 = Silver Diamond Ring
|ammo1 = Sapphire Bolts
|ammo2 = Ancient Arrows
|ammo3 = Adamant Arrows
}}


If you do go the {{ItemIcon|Ancient Crossbow}} + {{ItemIcon|Dragonfire Shield}} route, then {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}.
{{ZoneIcon|Water God Dungeon}} will be done with {{Skill|Ranged}}. Your goal is 49% DR. The optimal setup shown above gives 55%, well in excess. The easiest way to reach this threshold is with the {{ItemIcon|Ancient Crossbow}} from {{ZoneIcon|Dragons Den}} and a {{ItemIcon|Dragonfire Shield}}. You can gather bolts from either {{ItemIcon|Air Chest|Air Chests}} and {{Skill|Slayer}} resupplies, the latter being a relatively good source. Arrows can easily be obtained from {{MonsterIcon|Raging Horned Elite}} or from {{Skill|Slayer}} resupplies. {{ItemIcon|Scaled Shield}} is much higher DPS than {{ItemIcon|Dragonfire Shield}}, so this shield is the top recommendation, but the latter is an option if one needs extra defensive stats to reach the idle threshold. An alternative if you have {{SkillReq|Prayer|80}} is to use the {{PrayerIcon|Stone Skin}} Prayer and a {{ItemIcon|Stormsnap}} or {{ItemIcon|Ancient Longbow}}. Otherwise, you'll have to use a shield.


Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The staff doesn't provide any {{ItemIcon|Air Rune|Air Runes}}, which are required for all standard spells, so where you can use a staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for {{ItemIcon|Air Rune|Air Runes|nolink=true}} However, most of the late-game magic content requires a wand and shield anyway, so it's moot {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm {{ItemIcon|Ancient Rune|Ancient Runes}} due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.
If you do go the {{ItemIcon|Ancient Crossbow|notext=true}} + {{ItemIcon|Scaled Shield|notext=true}}/{{ItemIcon|Dragonfire Shield|notext=true}} route, then {{ItemIcon|Aeris God Platebody|Aeris Armour|nolink=true}} provides enough damage reduction for you to wear otherwise fully offensive gear, including the {{ItemIcon|Deadeye Amulet}}, {{ItemIcon|Deadeye Ring}}, and the {{ItemIcon|Cape of Prat}} or {{ItemIcon|Ranged Skillcape}}.
 
Regardless of your gearing, the goal is full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}} from the {{ItemIcon|Scroll of Glacia|Scrolls of Glacia}}, with the {{ItemIcon|Warlock Ring}} from {{ItemIcon|Water Chest|Water Chests}} being a neat bonus and the {{ItemIcon|Warlock Amulet}} not being very useful. The {{ItemIcon|Glacia Godsword}} is not worth grinding for, nor is the {{ItemIcon|Cloudburst Staff}}. The staff doesn't provide any {{ItemIcon|Air Rune|Air Runes}}, which are required for all standard spells, so where you can use a staff, you'll likely want to use your {{ItemIcon|Mystic Air Staff}} to prevent needing to farm {{MonsterIcon|Wizard|Wizards}} for {{ItemIcon|Air Rune|Air Runes|nolink=true}}, or {{ItemIcon|Ocean Song}} in the later game for rune-efficient DPS. {{ItemIcon|Water Chest|Water Chests}} are actually the best place to farm {{ItemIcon|Ancient Rune|Ancient Runes}} due to the low drop rate and amount from {{ItemIcon|Magic Chest|Magic Chests}}. You will need enough runes to cast {{Icon|type=spell|Gust}} around 75-100 times, which is upwards of {{ItemIcon|Ancient Rune|Ancient Runes|qty=500}}, {{ItemIcon|Air Rune|qty=1800}} and {{ItemIcon|Havoc Rune|qty=500}} for {{ZoneIcon|Into the Mist}} later down the line. It may be worth stockpiling more than these amounts in case any issues arrise during the fight. If {{Icon|type=spell|Slicing Winds}} is used instead (not recommended), one should collect enough runes for at least 200 casts. Hold on to a {{ItemIcon|Magic Wand (Elite)}} if you get one and have the bank space to spare, as it's the best one-handed wand you'll have access to for awhile.
 
Now is a good time to farm up {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}}, if you haven't done so already. {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} are farmed from {{MonsterIcon|Griffin|Griffins}} in the {{ZoneIcon|High Lands}}, while {{ItemIcon|Ancient Claw Fragment|Ancient Claw Fragments}} are farmed from {{MonsterIcon|Pegasus|Pegasi}} in the same area. You will need 100 of each to make the claws. These can then be combined into the {{ItemIcon|Infernal Claw}} with 10 {{ItemIcon|Infernal Core}} from completing the {{ZoneIcon|Infernal Stronghold}} 10 times. As it takes quite awhile to finish {{ZoneIcon|Infernal Stronghold}} 10 times, it is best to wait until one can safely idle the dungeon, which is only possible on a HC with full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}. It is, however, entirely possible to skip the long {{ItemIcon|Infernal Claw}} grind, as CO characters will get more use out of {{ItemIcon|Darksteel Dagger}} comparatively, and will use this item for most end game combat.


===Terran===
===Terran===
You may choose to farm up the {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} now, if you haven't done so already. {{ItemIcon|Dragon Claw Fragment|Dragon Claw Fragments}} are farmed from {{MonsterIcon|Griffin|Griffins}} in the {{ZoneIcon|High Lands}}, while {{ItemIcon|Ancient Claw Fragment|Ancient Claw Fragments}} are farmed from {{MonsterIcon|Pegasus|Pegasi}} in the same area. You will need 100 of each to make the claws. However, you can also leave this grind for after {{ZoneIcon|Into the Mist}}, as it is primarily useful for Melee farming.


With full {{ItemIcon|Glacia God Platebody|Glacia Armour|nolink=true}}, a {{ItemIcon|Mystic Air Staff}}, and 45% DR, you can go do the {{ZoneIcon|Infernal Stronghold}} to get your {{ItemIcon|Infernal Cape}} and get {{ItemIcon|Infernal Core|Infernal Cores|qty=10}} to upgrade your {{ItemIcon|Dragon Claw}} and {{ItemIcon|Ancient Claw}} into the {{ItemIcon|Infernal Claw}}.
{{Equipment/Recommended
|style = Magic
|helm1 = Glacia God Helmet
|neck1 = Fury of the Elemental Zodiacs
|cape1 = Skull Cape
|body1 = Glacia God Platebody
|legs1 = Glacia God Platelegs
|weapon1 = Mystic Air Staff
|weapon2 = Magic Wand (Elite)
|shield1 = Scaled Shield
|shield2 = Dragonfire Shield
|gloves1 = Glacia God Gloves
|boots1 = Glacia God Boots
|ring1 = Warlock Ring
|ring2 = Tormented Ring
}}
The first thing to notice about this dungeon is that since {{Skill|Magic}} is the recommended style, farming the dungeon efficiently will have to be done at a much later point. {{Skill|Magic}} on a CO account is either awful DPS with rune-saving spells like {{Icon|type=spell|Wind Blast}}+{{Icon|type=aurora|Surge II}} (around 1.2 effective kills/hr: 1.9 kills/hr and 40 minutes farming {{ItemIcon|Death Rune}} from {{MonsterIcon|Necromancer}}) or incredibly rune intensive
with a good dps weapon in {{ItemIcon|Ocean Song}} (around 2.7 effective kills/hr: 7.4 kills/hr and 2.6 hours farming {{ItemIcon|Air Rune}} and {{ItemIcon|Mind Rune}}). {{ItemIcon|Cloudburst Staff}} is unfortunately not very useful, as the effective kills/hr are lower than even that of lowly {{Icon|type=spell|Wind Blast}} due to the intense rune consumption. Ancient magics is the same story: not worth the rune costs.
 
The second thing to note is that this dungeon is one of the first places where HC/Adv and standard characters deviate in their path. This typically only happens at points where {{Skill|Magic}} is the primary style needed within a dungeon, and {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|Infernal Stronghold}} are the first instances where this happens. Standard characters, with their lower combat triangle penalties, can idle this dungeon with melee. A {{ItemIcon|Tidal Edge}} is the most efficient item, but {{ItemIcon|Darksteel Dagger}} is also viable.
 
As for the actual mechanics of the dungeon, {{MonsterIcon|Terran}} pretty much can only be tackled with {{Skill|Magic}} as he has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.


{{MonsterIcon|Terran}} must be done with {{Skill|Magic}} and has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.
As with the {{ZoneIcon|Water God Dungeon|nolink=true}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}} and use the {{Icon|Surge II|type=aurora}} Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), which is fast enough to not worry about needing {{Icon|Surge II|type=aurora}}, but has increased rune costs and therefore less effective kills/hr.


As with the {{ZoneIcon|Water God Dungeon|nolink=true}}, there are two ways to do the {{ZoneIcon|Earth God Dungeon}}: you can use a {{ItemIcon|Mystic Air Staff}}, {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and {{ItemIcon|Silver Diamond Ring}} and use the {{Icon|Surge I|type=aurora}} Aurora to just barely make your attacks fast enough to avoid being smacked while stunned and slowed, or use a {{ItemIcon|Magic Wand (Elite)}}, {{ItemIcon|Miolite Shield}} (or {{ItemIcon|Dragonfire Shield}} if you're lazy), {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}, {{ItemIcon|Skull Cape}}, and the {{ItemIcon|Warlock Ring}}, which is fast enough to not worry about needing {{Icon|Surge I|type=aurora}}.
The goal of the dungeon is to get any of the following combinations:


There are also two reasonable choices for spells. Gathering {{ItemIcon|Ancient Rune|Ancient Runes}} is a slow process, but it allows for the use of {{Icon|Wind Surge|type=spell}}, which will shred through the dungeon at around 250 casts per kill for 3.7 kills per hour with the wand or 350 casts per kill for 2.3 kills per hour with a staff. On the other hand, {{ItemIcon|Death Rune|Death Runes}} are much easier to gather in bulk from {{MonsterIcon|Necromancer|Necromancers}} so you could instead use {{Icon|Wind Blast|type=spell}} at around 350 casts per kill for 2.5 kills per hour with a wand or 800 casts per kill for 1.5 kills/hr with a staff. Using [[Ancient Magicks]] is not recommended, even with a {{ItemIcon|Mystic Air Staff}}, as while you can get 5.5 kills per hour with this gear, it also costs almost {{ItemIcon|Ancient Rune|Ancient Runes|qty=600}} per kill.
* 3 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} (including the boots)
* 2 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} and the pet, {{PetIcon|Erran}} (1/150) (including the boots)
* {{ItemIcon|Terran God Boots}} and a {{ItemIcon|Guardian Ring}}
* An {{ItemIcon|Earth Layered Shield}} and {{ItemIcon|Terran God Boots}}
* Solely {{ItemIcon|Terran God Boots}} and later obtain {{ItemIcon|Hunter's Ring}}


The goal is to get an {{ItemIcon|Earth Layered Shield}} and least 4 pieces of {{ItemIcon|Terran God Platebody|Terran Armour|nolink=true}} from {{ItemIcon|Scroll of Terran|Scrolls of Terran}}, though 5 is, of course, ideal. Make sure you finally put your {{ItemIcon|(G) Rune Boots}} to rest; they've earned it. Terran isn't necessary to upgrade your melee gear further to {{ItemIcon|Ragnar God Platebody|Ragnar Armour|nolink=true}}, but you will need a few Terran pieces to reach the DR threshold for {{ZoneIcon|Into the Mist}}. Again, the {{ItemIcon|Terran Godsword}} isn't worth grinding out due to the DR opportunity cost of not being able to wield a shield and not having access to {{Icon|Damage Reduction Potion|Damage Reduction Potions}}. You'll also want to get both a {{ItemIcon|Guardian Amulet}} and a {{ItemIcon|Guardian Ring}} from the {{ItemIcon|Earth Chest|Earth Chests}}, which provide BIS DR in their respective slots (10% for a necklace when below 50% HP, 5% otherwise, and 2% for a 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 more desirable.


===Ragnar===
===Ragnar===
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