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| Tweet Topic Started: Jul 17 2012, 06:58 PM (143 Views) | |
| Dan | Jul 17 2012, 06:58 PM Post #1 |
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The DAN
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DISCLAIMER: Much of this guide will likely be nulled by the onset of EoC. If you are viewing this post-EoC, please keep that in mind! Other guides of interest: Zerk's Guide for CBers Person's Guide for SKs Skaldrun FREE SKALDRUN. Many people do not realize how much of a problem this can cause. Skaldrun is known to spawn in the worst places; I myself have seen Skaldrun spawn on a colored ferret plate and an emote plate. Similarly, Skaldrun has been known to spawn blocking the fishing spot in the fish/cook ferret, etc. Freeing him matters, so that you will not encounter "glitches" in your dg. Binds Binds are listed from left to right, optimal to acceptable (note: these are the recommended binds for combats) Ammo bind: 125 cosmics | 125 fractite arrows* Cosmics are for making gatestones; even if you don't have 54 rc, someone in your party should be acting as a lawer and making laws. If you're the keyer, you absolutely must have them bound. Binding fracs is least optimal because of the low effective DPS of ranged. Item bind 1: Fractite spear | Fractite 2h sword The spear can stab, slash, and crush, and as a result has the highest dps, being a 2 handed weapon. Do note, however, that the spear offers controlled xp, so if you don't want to gain xp in a certain melee skill then you may want to go with binding the 2h. The 2h has higher DPS than the spear when it comes to slash and crush, but it cannot stab, which lowers its effective DPS. Item bind 2 (50+ DG): Fractite gauntlets** | Fractite platebody/chainbody | Spinebeam shortbow**,*** The gauntlets are recommended for their str bonus, which increases your DPS (not particularly noticeably, but it does make a difference). Binding a plate/chain in theory allows you to tank longer (with no loss in DG speed), and many players will recommend binding it. The trade-off between the two lies mostly in the difference in mage defence and their weight. Binding a shortbow is only acceptable if you also have arrows bound. Item bind 3 (100+ DG): Fractite boots | Fractite 2h | Fractite warhammer/battleaxe/longsword Boots are recommended for their str bonus, although the str bonus they offer for their weight is arguably not worth it. If you have not yet bound the 2H, you may want to do so for its higher crush and slash DPS. The warhammer, battleaxe, and longsword are not recommended for versatility, but rather for their attack speed - which is the same as the spear. This allows you to synchronize attacks (to be discussed later). The warhammer is, however, comparable to the 2H in terms of crush DPS. The longsword will offer a stab option if you have a 2H bind as well. Item bind 4 (120+ DG): Why are you reading this? In all seriousness, a 4th bind has very little use in DG. With the introduction of the toolbelt and the fact that every additional piece of weight slows you down, there's not much point to a 4th bind unless Jagex allows this bind to be an ammo bind. Binds that merit discussion because of popular belief:
* Only bind fractites if you have the following levels: 95+ ranged, 50+ DG and 64+ RC (the DG because you must have a melee bind, the RC for double cosmics, to accelerate how fast you start in DG). Do note that as you can use any arrow with any bow, it is acceptable to forego the bow bind (although not recommended, as you lose time buying it) ** There is a myth that you need high defence to bind either of these (beyond the level req). This is not true; although high defence does facilitate DGing without armor with a noticeable defence bonus, it is more than possible to DG quickly at low def without such an armor bind. *** Only bind this if you have also bound fractite arrows, as bows offer no ranged strength bonus.
Switching Combat Styles It is imperative that you switch combat styles in a DG to maximize your DPS and accelerate GDs. Disclaimer: The following recommendations are made based on spear usage. YMMV if you use a different weapon - take careful note of its bonuses! Stab: Forgotten warrior*, Giant rat, Icefiend, Hydra, Earth warrior**, Hill giant, Bat, Giant bat, Brute, Guard dog, Hobgoblin Slash: Forgotten ranger, Forgotten mage, Mysterious shade, Ice spider, Giant spider, Zombie, Animated pickaxe Crush: Forgotten warrior*, Ice giant, Ice warrior, Ice elemental, Thrower troll, Earth warrior**, Skeleton, Giant skeleton, Skeleton mage Range: Forgotten ranger, Forgotten mage, Mysterious shade, Skeleton, Giant skeleton, Skeleton mage Mage***: Forgotten warriors, Skeleton, Giant Skeleton * Forgotten warriors without a torso piece or chainbody are vulnerable to stab; if they have a platebody, use crush. Low tier platebodies are identified by a line going down the front of the chest; higher tier platebodies have a gem embedded in the center of the chest. ** Earth warriors are supposedly weak to crush, but my personal experience with spear is that they are weaker to stab. This could have something to do with the spear's +80 stab v +63 crush. *** Although mage is effective against all three, the latter two are weak enough to melee for the only tolerable use of mage to be against Forgotten warriors. When in a GD, take note of the combat styles used by the other fighters and make sure that you kill monsters in an order conducive to them; e.g. in a furn GD, if there's a guard dog and a shade, and you're using a spear and your teammate is a ranger, go for the guard dog first, so that the ranger can take care of the shade. If there is a ranger in the room (or if you're the ranger), let him take every redbarred monster (i.e. at very low HP). The high attack speed of range will accelerate the GD and permit you to increase your DPS because you don't have to waste time trying to hit a 5 or a 10 on something that's almost dead while there are still other monsters to kill. Note: If you are using a spear, and your combat style is set to crush when you end a floor, you will start the next floor in block (defensive). Bosses I am not going to cover the basic methods to fight the bosses here. RSWiki exists for a reason. Stab is the one style that most bosses (including those with high melee def) are vulnerable to. The exceptions are Gluttonous Behemoth, Bulwark Beast, Skeletal Horde, and Unholy Cursebearer, which are vulnerable to crush, and Bal'lak the Pummeler, who is vulnerable to slash. YMMV; these are my personal preferences. Range is acceptable to use on Astea Frostweb (necessary when she prays melee), Plane-freezer Lakhranaz (only if 90+ ranged), Skeletal Horde, Hobgoblin Geomancer, Lexicus Runewright, Night-gazer Khighorahk, and Shadow-Forger Ihlakhizan (90+ ranged). Mage is acceptable on Rammernaut. Acceptable here means that its DPS is comparable to straight melee, or offers certain advantages. There is a trick known as 'sync' (short for synchronize) on the following bosses: Luminescent Icefiend, Stomp, Saggitare. These three bosses all have the attribute of "stages"; generally, there is a limit on how much damage you can deal in the hit that sets off the last stage, so that the boss stays alive for the last stage. However, with luck (assuming both players hit high enough), while syncing hits, it is possible to suppress the last stage by killing the boss before the last stage can start. When bringing down Bulwark Beast's armor, unequip your weapon. Punching is faster than using a spear, and mage and range do not bring down the armor. If you're a SK, suicide to help bring down its armor (this affords no CB xp at all). Moreover, anyone that stands immediately behind the Bulwark Beast (behind its tail) cannot be hit by its ranged attack (Protect from Mage guarantees virtually no damage, as its multiplayer melee attack is very rare and causes very little damage); the act of aggro'ing it on one person so that everyone else can protect themselves in this manner is known as def prodding. On Astea Frostweb and Hobgoblin Geomancer, keep moving around, so that when they bind you you can keep attacking them. It's common to drop the GGS if you've been bound so your partner can run it over to the boss and you can then teleport to attack the boss again. On Ballak, it is possible for a player to forcibly lure Ballak (force Ballak to attack him) by switching to defensive while attacking him. (W61 only): Call sui bulw and sui lights on Bulwark Beast and Night-Gazer Knighgorak, respectively, so that they suicide to accelerate the floor. DG slang Home: h, base Use home teleport: ht Group gatestone (alt. come to group gatestone): ggs, gt (lit. group teleport) Dropped gatestone at <place>: gs, gated, g8 (<place> can either precede or follow the abbr; it usually precedes the abbr) Dead end: de Dead end no key: denk Dead end with key: dewk Guardian door: gd # of p2p doors encountered: P#, P2p#, #p2p Move group tele: mgt, sgt (lit. sell gt), taxi, t (lit. taxi) Come to group gatestone for boss: gtb, ggs boss Come to group gatestone for gd: gtgd, ggs gd Guardian door marked: gdm Give me gt: bgt (lit. buy group tele), dgt (lit. drop gt) Take the gt: hgt (lit. hold group tele), sgt (see above) Group gatestone is at <place>: @ <place> Bow and arrows (also means deliver bow and arrows to ggs): b/a (W61 only) Come to GGS to suicide: sui (discussed in bosses) CB who carries the GGS: Keyer (W61 only) CB who doesn't carry the GGS: Tooler/TKer (W61 only) SK who makes law runes: Lawer Door/key colors: green = gr, gold = go, blue = b, crimson = c, orange = o, purple = p, silver = s, yellow = y Door/key shapes: corner = co, crescent = cr, diamond = d, pentagon = p, rectangle = r, shield = s, triangle = t, wedge = w To call doors, you can put a space between the key color and shape to make recognizing what the door is easier, but the more and more you do it, you'll find it's relatively unnecessary. For instance, green corner can be denoted by "gr co", but "grco" serves the same meaning. When calling keys you've gotten, prefix the call with "gk ---", short for "got key ---". A grasp of the cardinal directions is a must, as when making calls for doors relatively close to home, or at a certain spot on the map, it is common practice for players to call "--- sh", or "--- e", to indicate "--- south home" or "--- east". It's also common for players to simply forgo the "h" and call the directions with reference to home. In smalls, all directional references are assumed to be taken with respect to home. To indicate that you have left your gatestone at a door, say "--- gs'd" or "--- gs"; similarly, to indicate that you have left the group gatestone at a door, say "--- ggs('d)" (note: this is only advisable when doing small floors - avoid doing so in larges unless you cannot afford to break your current gatestone). When calling doors and keys as you run through a dungeon, make sure you use the appropriate terms to call doors and keys - it is most important to distinguish between green and gold (as "g" can be interpreted as both) and crescent and corner (as "c" can be interpreted as both). Confusion can similarly arise if you say "gd" when you meant "grd" or "god". Furthermore, if you go back to open a door which leads to another key door, make sure to say so, so everyone knows. This is usually by done by using the "--- > ---", where the ">" means "leads to". Buying and selling, prior to the keyshare update, meant "gimme" and "take", commonly with reference to keys; they are still used in practice today to refer to the group gatestone, although "sgt" is relatively uncommon as it is convention to use "T" instead. Examples of slang in use: "grco e" "green corner east" "ps ycr h" "purple shield yellow crescent home" "gtgd" "group tele, guardian door" "sp gs" "silver pentagon at gatestone" "yw > dewk crs" "yellow wedge led to a dead end with crimson shield key" "gk pt" "got key purple triangle" W61 Dungeoneering a.k.a. DGF The W61 dungeoneering system (which is essentially run by DG Family - Dungcity is led by and managed by terrible DGers) is for all intents and purposes, the most experience-effective system that exists in f2p dg. Do, however, note that it is primarily geared towards skillers (a loosely utilized term that indicates a low combat level, generally 3-15 cb; some people make exceptions) and high-level combats (usually 90+ cb, but there are a few known exceptions; lower combat equates to lower cb stats, which limits your ability to tank and do gds in a dg). Parties are always started 5:5, 2cb3sk, to maximize xp gains. W61 convention dictates that you spend a large amount of time dg'ing in one go, about 2 hours or longer, to tick off large batches of floors in one go; "smalls" refers to ticking off f1-29 (done as f1-11, f15-17, f15-29 small) and "larges" refers to f30-35 large, and a "full run" refers to doing both smalls and larges in one go. They are usually done in that order, but sometimes in reverse, to allow a party member to reset for the second half of the full run. It is common to see people saying "f___ cbtg" or "f___ 2sktg" in the lobby, which indicate "combat to go" and "2 skillers to go", respectively. Most parties rarely ever host one or two floors, as it is much more common to complete multiple floors within one go, and c1 rush random floors that you have not done to reset, so you can join a run. Floors are always rushed, because the experience bonus from increasing the lv mod isn't worth the time it takes. The keyer is the leader; the tooler (or tker) is the other cb; these terms originate from the pre-keyshare era and continue today for lack of better names. Knowing when to gate doors and locations in smalls is something that comes with experience. However, there are some basic guidelines. The leader (a.k.a. keyer) always gates home, regardless. The reason for this is twofold - one, the keyer usually must retrieve law runes at some point in the course of the dg; the second is that the rusher is generally responsible for keying the doors at home. If there are key doors home, the tooler gates home; if, for instance, there are only two paths going from home, one to a key door whose key has not yet been found, the other the one the rusher is currently following, the tooler should go gate the key door, then ggs to catch up to the rusher. If key doors are encountered as the tooler and rusher advance further away from home, it is the tooler's job to gate that door. It is only acceptable for the rusher to also gate that door if there are no other paths leaving home, or if the other paths leaving home have led to dead ends. In larges, you gate as you go, and repeatedly break your gate to make a new one the further from home you get.
I could not have said it better. The current records - only possible because all CBs and SKs abide by this structure and these rules - are :52 for a 5:5 c6 +0% small, 1:42 for a 5:5 c6 +13% small, and 4:15 for a 5:5 c6 large. And no, I'm not shitting you. Good combats should be able to consistently manage sub3 smalls, and sub10 larges, esp in w61. However, this is not at all a 100% rule, merely a rule of thumb; the best indicator of ability is the xp/h managed (110K+/hr on smalls, 150K+/hr on larges). Tips and Tricks, courtesy of Nilly When doing guardian doors, pick off the shades first, then the rangers/mages, and finally the melee'ers. Lure the melee'ers near the door so you don't have to run for it after. Don't stay and wait for the monster to die so you can pick up some food. Just go. There's a useful glitch in the winch room. Just throw a hook at the same time as your other combatter and you won't have to turn the winch (the bridge just appears out of nowhere). Also, for the room with the four stones to activate, try and synchronize the activation with the ones that are already activated. Try and click "activate" when the light is in the crystal. When activated, the light will ALWAYS start on the second square from the corresponding tile. When doing constructs and weapon crafting rooms, use your 1, 2, and 3 keys. Just spam a number and spam click the rock. Then you don't have to find someone safe to craft the stuff. As for the ferret chasing room, just don't fail, and learn how to do it. 'Nuff said. If you chase a ferret to the edge, it can take a million "Thbbbbbt!"s to get it back out. Keep your 15%'s on quick prayers. Namely, Ultimate Strength and Incredible Reflexes. Use these. In smalls, if you're about 70 pray, just keep them on when you do guardian doors. Definitely, definitely keep these on when you fight the boss. I often find that at the end of smalls, I'm still left with around 250-300 prayer points after the boss is dead (I use my 15s and a protect in the boss fight, and I'm 72 pray). That's 250-300 points you could have spent increasing your dps on a guardian door. In larges, when you're about to die, and you're in a gd, flick your 15%'s on. You're going to have your prayer recharged when you die. Optimally, you should time it so that your hp and your pray hit 0 at approximately the same time. I usually flick on my prayers when I'm at about 200 hp. Also, try and time your deaths in larges so that your hp, pray, and run energy are all about 0 when you die. As a side note, if you want to take off any prays you may have, like a protect, just double click the quick prayers icon and it will do it. A little word on regrouping: If you see ghosts on your first room, and it's the only available path on a small, regroup. Don't let that one room add tons to your time. Also, if you get a really bad floor on your first large (like, 10000000 guardian doors), regroup after the floor. For some reason, when bad floors occur, they tend to occur consecutively. Same with good floors. This might just be superstition, but it always happens to me, and is a fact commonly accepted by most dg'ers. When someone says "rg new row", this is what they mean. Pathing The critical path consists of only the rooms and doors that must be opened to reach the boss room from home; any other doors and rooms are known as bonus paths, and referred to as "bo".
* It is only possible to gain experience in multiples of 5 from a door or puzzle activity. The exceptions are those with extremely low (or no) level requirements. If you gain an amount of xp such as 283 or 259 while opening a door, this means that you have actually made a gatestone (which is 43.5 xp) and that the xp gained from the door was 240 or 215, respectively. P2P content The following dg content is exclusive to P2P, and cannot be completed or opened in F2P.
P2P doors: Add compound liquid-lock door, Repair collapsing doorframe, Pick-lock padlocked door, Prune vine-covered door, Disarm locked door P2P rooms: Agility maze, Ferret catching*, Keystone bridge, Repair bridge, Grapple tightrope, Barrel moving, Fremmenik camp, Enigmatic hoardstalker, Four pillars, Statue bridge, Ghost tomb, Flower roots, Ramokees** * Ferret catching is one of two exceptions; it can be done if someone on your team has a sufficiently high Hunter level. Note, however, that this room is very difficult to solo and generally requires at least one other person to complete the room. ** Ramokees are the other exception. It's never worth doing them. Any skill doors/rooms that require a level which no one on the team meets is also a p2p. Note that the names given for P2P rooms are merely descriptive names, some of which apply to multiple puzzles, and are not the official names. When counting P2P doors, and you encounter a room, add to that count however many doors are in a P2P room; i.e. if you find an agility maze that goes to two doors, it counts as two P2P doors, not one. P2P doors and rooms are always bonus rooms, so if you encounter them, don't worry about being unable to complete the dungeon. |
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1:58 PM Jul 11