Wheee's Guide to Effectively Dungeoneer

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Wheee
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Wheee's Guide to Effectively Dungeoneer

Post by Wheee » Sun Feb 12, 2012 4:31 am

Please note this is a guide teaching you how to efficiently do Rushed floors, Relaxed floors, and possible Kill all but Dead End floors.

xThe Basics
-I won't go into dungeoneering basics, but here the basics you should know within every floor.
Before we begin, you should check and make sure your floors are completed and you've reset to maximum prestige. This means you have completed each of your floors (so that there is a checkmark in the spot) and your prestige is equal to the number of the highest floor you are able to reach at your level.

My guide typically deals with teams of 5 players, doing a large floor of Abandoned 2 (30-35) Occult (36-47) and Warped (48-60). Abandoned 2 floors begin at level 69, Occults begin at level 81, and warped floors begin at level 95.

The current Rush worlds are 77 (typically 80+ Dungeoneering) and 67 (typically 105+ Dungeoneering)
The current Relaxed Dungeons world is 48 (With application to the friends chat and 80+ Dungeoneering)
The current KABDE world is 79 (With application to the friends chat, required skill level of 84 farming with 73 herblore, or 90 mining with 96 smithing and 100+ Dungeoneering [95+ if in European time zone])

Prior to the lowest requirement of 80 dungeoneering, you're advised to do solo dungeons and teams with friends.

xTeams

RUSHED:
In a rushed world you'll usually see many people advertising. Ab+#, Occ/O + #, Warp/W + #: Meaning the floor type + Number of open spots available. Warp+3 = Warped floor with three open spots for players.

Note: Many people advertise S/L floors signaling Suicide keyer/ with floor Leecher. Your keyer will suicide key (resulting in quicker times) at the expense of you losing a fellow party member who is leeching the dungeon. There will also be people who advertise things such as Occ+2 100+ signaling the Occ floor spots are reserved for players with at least 100 Dungeoneering.

By trading the player advertising you will receive an invite into their party. Accepting the invitation will place you in the party and able to enter the dungeon along with them.

In a Rush team you'll usually be in this type of team

Host: Keyer
Player 1: Fighter
Player 2: Fighter
Player 3: Fighter
Player 4: Fighter

OR in a S/L team
Host: Keyer
Player 1: Fighter
Player 2: Fighter
Player 3: Fighter
Player 4: Leech


RELAXED
In the Relaxed Dung friends chat you'll see several members that want to do floors. When hosting a floor, you can ask for whatever the floor requires. If there is a spot open, but you need a skiller for the floor, request it.
What makes relaxed dungeoneering different from a rush is the fact of a skiller role. The skiller transverses the dungeon along side the fighters, but does not engage in combat. Their purpose is to gather resources which will assist the fighters and keyers within the dungeon. These floors are designed to provide a delightful experience rather than a stressful one as portrayed in a rush floor.

Relaxed teams will typically follow this layout
Host: Keyer
Player 1: Skiller
Player 2: Fighter
Player 3: Fighter
Player 4: Fighter


KABDE Dungeons
[Reserved]

xBind Choices
Typically many people choose the same binds because they're effective and you'll get the best experience per hour due to low death rates and damage per second is greater.

A typical first bind would be the 2h of your best ability. This is to compensate the high amounts of skeletons and zombies you will encounter on any floor in dungeoneering. To clear rooms with speed and efficiency, use slash style on the zombies and crush style on skeletons. Any rangers or magers you can easily take out with slash style, and any animals (hellhound, guard dog, giant rat/bat) you will do large amounts of damage with the crush style.

Secondary binds are defensive. You'll do well in a platebody until you find a Shadow Silk Hood dropped by Night Spiders requiring 52 slayer to damage and kill. Due to a recent update in dungeoneering, any slayer monster dungeoneering based that drops a slayer specific drop (in this case, a hood) will be given a 30 second window to the player who did the most damage to the creature. This means if you kill a nightspider with a shadow silkhood drop you will be able to take the drop for 30 seconds unless someone else did more damage than you. However, a platebody works as Shadow Silkhoods are hard to come by.

Why the shadow silk hood? It makes all HUMANOID monsters non-aggressive to you. This includes but is not limited to: Skeletons (except magic based ones) Zombies, Forgotton Rangers, and Forgotten Warriors. However, if there is a Forgotten Mage in the room and it can see you, it will disable your hood for a set period of time (typically a minute or two) and all monsters will again be aggressive. This is still a bind worth having however, due to the fact that you can simply leave a room if monsters are once again agressive to you until the magic spell has subsided.

Third binds at 100 dungeoneering are usually platebodies to add defense to your setup. However, by 100 dungeoneering many players will find several binds that give special effects and allow for high damage rates.
- The Blood necklace acts as an Amulet of fury (slightly strong with no bonuses to magic) that effective damages any adjacent monster in combat to you or another player every 15 seconds. At around 80-90 Constitution, the damage will be 40 to each monster adjacent every 15 seconds. The damage hit will heal you for how much it hits. This works well in a pinch, when you're in a constant barrage of hits (hopefully melee based). This is dropped by the Eddimu requiring 90 slayer to kill (but not use!)
- The Hexhunter Bow is a special drop from the 99 slayer monster Soulgazer. These are VERY rare to come by, even in a team of 99 slayers. The drop rate is also especially rare. However, this bow does significant damage to mage base monsters. The hexhunter bow has a damage increase based on the magic level of the opponent. Therefore it works EXTREMELY well on high level rooms like the Mercenary leader and Ramokee Exiles. This is a weapon used several times on boss fights as well, and acts as a great steady stream of hits. The accuracy of this bow is significatly low however (between tiers 5 and 6 of normal dungeoneering bows) and requires ring classes to effectlvely deal damage to high defensed monsters. This bow requires 98 ranged to wield.
- The Golden Precision Bracelet is a slightly uncommon drop from Crawling hands. It gives a +17 to offensive accuracy. Because of this high accuracy item, you'll hit much more often. If you like to hit more, rather that higher, this would be a good bind to try. Don't confuse this with the weaker brother, the Silver Precision Bracelet.

Fourth binds typically won't apply to users reading this guide, so i won't go into them.

Ammo binds:
Law runes if you can't runecraft them.
Cosmic runes, if you typically do a lot of solo dungeons.
Celestial surgebox if you have 70 runecrafting (THIS IS AN AWESOME BIND. Two styles = excellent damage rates)
Sagittarian Arrows P++ ONLY if you have a Hexhunter bow. "but what if we get necrolord?!" No. An arrow ammo bind is useless, as range is the weakest of the three styles in dungeoneering. The time spent making a bow is time waste, and on Necrolord boss you can use Earth spells to hit often, or buy Novite/Bathus arrows to compensate your shitty bow.

Note: Celestial Surgebox acts as an ammo bind NOT a common bind. It must be charges with 125 (or 225) before binding. Arrows must be poisoned before binding as well.

------------------------------------------------------------------

xWtf do i do.

Dungeoneering is a skill that takes on other skills. You'll enter and be required to solve puzzles and kill several rooms of combat. Dying is common, unless you're playing it safe (please, don't play it safe in a rush floor).
Things to remember:
-You've got 4 other players with you. It doesn't have to be every man for himself.
-Don't forget the combat triangle. This is used in several skill rooms.
-Take a toolkit whether you have high skills or not. If there is a door, you can at least tell the level needed to open it. That way, someone with the level knows where to go.

In GUARDIAN DOORS you are required to kill all monsters within that room, with the exception of the bovimastyx race. These are a race of dinosaurs found within the floors of daemonheim, and are typically killed for their hides which act as great ranger armor.
Your 2h is the best thing to have. Slash zombies, crush skeletons.

STARTING OUT:
When starting the dungeon, you'll need a few things. Runes (even if you have one kind bound) and a toolkit. The start table has low tiered items that can be sold to the smuggler for money, or worn to give a small defense boost. If you are unable to get enough supplies at the start table, the first drops from killing the monsters in rooms adjacent to the home room provide large amounts of cash. If you've got the level, take cash and build an altar at base (unless rushing in w67) when you've got at least 151k or 5 bovimastyx logs and 5 zephyrum ores.

Always listen to keyer calls. Here are a list of common rush terms used by several keyers around runescape. If you learn and respond to these calls, you will be an efficient dungeoneer.

Teleportation calls:
Gt/Ggs: Group Teleport/ Group gatestone - This is used in conjunction with another term to tell the team to assemble at the group gate for a team effort room.
Examples: Gtgd/ Ggs Gd- Group gatestone for a Guardian door.
Gt Ghost: Group gate for a Ghosts room
Gt 95 Fm: Group gate if you've got 95 Firemaking for this skill task.

Room abbreviations:
GD: Guardian Door
Merc: Mercenary Leader
Ramo: Ramokee Exiles room
Ghosts: Ghost filled Guardian Door
Emotes: Follow the leader room
Portals: Portal room (only found in Warped floors)
Stats: Statue Skill room
Mono: Monolith room

Key abbreviations: This list is important, and easy to follow/understand.
Key colors: Crimson Orange Yellow Green Blue Purple Gold Silver
Key Types: Corner Shield Crescent Rectangle Triangle Wedge
How to abbreviate; Take the first letter of the color of the key, and the first letter of the type of key. Simple.
Crimson is typically abbreviated Cr, To distingush from green and gold abbreviate Gr/Go.
When picking up a key when the keyer isn't there, Call the key and drop it on the group gatestone before returning to the room you were at.
To announce you've picked up a key, use the term GK for Got Key.
Examples: Gk Osh - Got Key Orange Shield, and it is on group gatestone for you to pick up keyer.
Gk Bt - Got key Blue Triangle
Gk Gow - Got key Gold Wedge
Gk Grw - Got key Green Wedge
Note: if the keyer says something like Gate Crr, then you would take your personal gatestone and leave it at Crimson Rectangle.

Always remember your gate, it's important. In the long run, a keyer needs to use all the personal gates of his members to his advantage. Call your gate if you see it in the keyer's inventory, or otherwise ask him for it directly. If it leads to things that need to be cleared or skill room that can't be done with your skills, call it and ask to move the group gatestone later. Moving group gatestone by having it in your inventory and teleporting to your gate is a smart way to navigate the dungeon with your teammates. That way everyone can be in your area with a single teleport, rather than having to navigate through several rooms.

=====================
xRing Classes: What to use and What to remember.
I will not explain all ring classes in detail, only the ones I feel are useful.
Ring bonuses typically start at 10% and increase by 1% each upgrade. Upgrades are non-refundable but worth it if your intentions to dungeoneer are used for long periods.

Melee Rings:
Tactician gives an accuracy bonus of up to 20% (tier 10) when in the accurate style. This ring class is good to use because you are able to hit a substantial amount more, and often. When combined at a high attack level you will be hitting most monsters with relative ease at only tier 7 or 8 ring class


Berserker ring gives a damage bonus of up to 20% (Tier 10) when in aggressive styles. This is the more common used ring due to being able to hit 400s commonly. The use of this ring effectively requires you to style switch often according to monster fought. This is the most common among fighters. Those that do not prefer strength experience or style switching can use a tactician ring.

Ranger Rings:
Desperado ring gives increased range levels (and thus, more accuracy and higher max hit). This is useful if ranging, but as stated before you should only be using it with a hexhunter bow. If you have a Hexhunter bow, you are strongly recommended to have this as your quickswitch.


Mager Rings:
Blazer gives a high damage per second increase, especially at high tiers. The special effect damages the opponent with 10% of a hit constantly to half the damage that you have done. If you hit a 300 on the opponent, you will hit a stream of 30s as well as your main 300 hit doing a damage of 450. This ring is the most common among mage hybrids, or main magers.
Last edited by Wheee on Sat Feb 18, 2012 1:19 am, edited 4 times in total.

Wheee
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Wheee » Sun Feb 12, 2012 4:31 am

reserving a post just incase i need it
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Wheeeing? Sounds like a Tpl-specific fetish.
-Skydude033

Wheee
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Wheee » Sun Feb 12, 2012 4:32 am

And another, this guide may be long as holy hell
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Wheeeing? Sounds like a Tpl-specific fetish.
-Skydude033

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Re: Wheee's Guide to Effectively Dungeoneer

Post by Ged » Sun Feb 12, 2012 5:25 am

Triple post r bad
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Fallenangels
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Fallenangels » Sun Feb 12, 2012 5:41 am

its a good start, It needs to be cleaned up. All it has now is how to find a floor.
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Jay
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Jay » Sun Feb 12, 2012 10:37 am

<3 <3 <3 <3 <3
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Michh » Thu Feb 16, 2012 11:41 pm

3/10!
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Re: Wheee's Guide to Effectively Dungeoneer

Post by Luigi291 » Fri Feb 17, 2012 11:14 pm

Short Version: You will use this ring maybe 1% of the time if you ever get it with a hhb

Sniper Ring: @ T10 it gives you a 50% chance to hit your max. Given you have to actually be able to hit the monster aswell.
The effectiveness of this ring...well, I wouldn't buy it tbh. I use it with my hhb on necrolord. only time I won't is when I have leather body, then I stick with desp ring.

also whee, seperate Tact and berserk, so it's not 1 big wall of text ;p lol
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