Tuesday, May 25, 2010

Guide to Meleeing Waterfiends

This guide is by Overvoltage, a retired runescape player. It is a very informative guide. This guide belongs to Overvoltage and Zybez:

Waterfiends
By: Overvoltage

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Contents
  • 1.0 [ Introduction ]
  • 2.0 [ Barbarian Training]
  • 3.0 [ Requirements ]
  • 4.0 [ Gear ]
  • 4.5 [Bunyips]
  • 5.0 [ Methods / Recommendations ]
  • 6.0 [ Drops ]
  • 7.0 [ FAQ ]
  • 8.0 [ Credits ]



1.0 [ Introduction ]
Waterfiends, not to be confused with Icefiends, are found in the Chaos tunnels and Barbarian training ground "minigame" under the Baxtorian falls

They are level 115 with 129 HP, they use range and magic attacks only (no melee) and are severely weak to Crush attacks.
They're also the number one dropper for Crimson charms, very useful for summoning, and are exploited for it.

They can be found after completion of the Barbarian training firemaking section.

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2.0 [ Barbarian Training]
To reach Waterfiends, you'll needed to have at least started the Otto Godblessed Barbarian training minigame.

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Completion of the first step towards firemaking is required to gain entry into the caverns:
This requires a bow (non ogre, crystal, or dark) and some logs (he specifies), and takes a few minuets to complete.
(Regular, oak, willow, and Yew trees are all easily found within walking distance of his house)

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3.0 [ Requirements ]
In order to effectively harm Waterfiends in mass quantity, you'll need certain stats and items.
Most of the equipment can be swapped out, what I'll be showcasing is for higher level players.

My stats:
Attack: 99
Strength: 99
Defense: 99
Hitpoints: 99
Prayer: 99
Magic: 98
Range: 94

minimum requirements:
Attack: 80+
Strength: 80+
Defense: 85+
Hitpoints: 85+
Prayer: 40+ (protect range)
Magic: 55+ (High lvl alch) - not required, but very useful
Range: 70+ (Karils/d'hides)

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4.0 [ Gear ]
Ok, this is where it can get pricey
I'm pretty well off myself, but I sympathise that not everyone can have what they want.
Similarly, this is where there can be a lot of variation

4.1 - Recommended gear for people under 68 summoning, or with lower melee stats:
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Helm: Helm of Neitiznot >> Berserker > Guthans
The Helm of Neitiznot gives +3 prayer, +3 strength, and +3 magic defense
Obviously use a slayer mask if you have waterfiends for a task [assigned in shilo village]

Cape: Skill cape of achievement (trim) > Fire > Skill > Obby > Legends > Easter
Skill (t) gives the extra +4 prayer, fire gives the extra +4 str

Ammy: Amulet of Fury > Sara/zammy/guthix Stole > Amulet of glory (1+)
The +15 magic defense from the fury makes a difference

Arrows: Keep open
Lots and lots of mithril arrows to collect

Weapon: 1h weapon or leave empty
only bring a 1h weapon if you plan to use it there, if you're fighting with a z spear or ss, leave it blank

Shield: Dragonfire = Antidragon
if you're using a one handed weapon, I'd advise a Df, the +10 magic bonus makes a difference, and it has +7 strength, however I would encourage borrowing a sara sword, zamorakian spear, or even a godsword over any one-handed weapon
an alternative is taking a dose of antifire potion before you leave for the trip

Body: Karils leathertop > Dragonhide body > Armadyl chestplate > Guthans body
Armadyl gives significant negatives towards melee accuracy, both Armadyl and Karils give high magic defense
if you're 95+ attack and you're not using an sgs for specs you might be better off with Armadyl

Legs: Karils leatherskirt > Dragonhide chaps > Armadyl skirt > Guthans skirt
Same as the Body

Gloves: RFD > D'hide > Klanks gauntlets
highest bonuses

Boots: Dragon > Rune > lesser
Defense and strength bonus

Ring: Berserker ring > Seer ring > ring of wealth
Str bonus on the berserker, mage defense on the seer

Killing weapon: Sara sword >> Zammy spear > D mace > Veracs flail > Guthans spear
Sara sword has an awesome crush attack, its very quick, and the special is unmatched by any other crush weapon.


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for a familiar, a void spinner, or fruit bat will suffice, you can use guthans in addition to or instead of a familiar

if you're having trouble healing quick enough with guthans, I would recommend healing on barbarian skeletons/spirits wandering the caverns, searching bones might cause a skeleton to appear, and they only attack with melee [however they can hit quite hard if you're unprepared when you search], just be careful of dragons if you intend to search these out in the cavern. [on the spot near the stairs, they're a lot easier to find, in the vast melee area I outline, they're south near the brutal greens]


4.2 - Recommendations for people using Bunyips

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(my sgs is for special attacks only)



Helm: Helm of Neitiznot >> Berserker > Dwarven
Obviously use a slayer mask if you have waterfiends for a task [assigned in shilo village]
The Helm of Neitiznot gives +3 prayer, +3 strength, and +3 magic defense
Berserker gives +3 strength
Dwarven gives +6 crush attack


Cape: Skill cape of achievement (trim) > Fire > Skill > Obby > Legends > Easter
Fire gives +4 strength and +2 prayer and +2 all defense, and +1 all attack (you don't rely on prayer so much this method)
Skill (t) gives the extra +4 prayer
Obby is just +9 magic and range
Legends is +7

Ammy: Amulet of Fury >> Amulet of glory (1+)
Fury for the good mix of Strength and Prayer, along with defense +15 and offense +10
Glory for the +10 all offense, the charge is for a teleport

Arrows: Keep open
Lots and lots of mithril arrows to collect

Weapon: Leave empty
Unless you're not bringing a 2h weapon, in which case wield that

Shield: Antidragon > Dragonfire
Antidragon is easy to drop, and less costly to drop also, unless you're using a 1h weapon, then use a Df if available
an alternative is taking a dose of antifire potion before you leave for the trip

Body: Karils leathertop > Armadyl chestplate > Dragonhide Body
If you're not using an sgs for specs then bring armadyl if you can afford it
I find it affects accuracy too much, so I use karils

Legs: Karils leatherskirt > Armadyl skirt > Dragonhide chaps
Same as the Body

Gloves: RFD > D'hide > Klanks gauntlets
highest bonuses

Boots: Dragon > Infinity boots > Rune > lesser
strength bonus mostly, infinity for the magic bonus

Ring: Berserker ring > Seer ring > ring of wealth
Str bonus on the berserker, mage defense on the seer

Killing weapon: Sara sword >> Zammy spear > D mace > Veracs flail > anything else with a crush
Sara sword has an awesome crush attack, its very quick

Weapon for Specs: Sara Godsword >> Sara sword >> > D Mace > DDS (no crush option)



4.3 - Method for those who choose to use Unicorns (88+ summoning)

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Congratulations, you reached 88 summoning and it's time to show it off.

The reason I dislike this method is because it's more expensive and wasteful.
It would've been fine if the raw food drops from waterfiends remained noted [like after the smoking kills and slayer update], however with them in their non-stackable form, you're stuck leaving them on the ground :(

(my sgs is for special attacks only)
(my zammy spear is because the sara sword is on the verge of a crash, which I don't feel like taking a part of experiencing)

Each unicorn lasts for 54 minuits, and once you're out of them, you're done for the most part; you'll be able to rack up a few kills on the side, but your source of hitpoints is entirely dependent on the healing aura scrolls (so don't forget these :p)


Helm: Helm of Neitiznot >> Berserker > Dwarven
The Helm of Neitiznot gives +3 prayer, +3 strength, and +3 magic defense
Obviously use a slayer mask if you have waterfiends for a task [assigned in shilo village]
Berserker gives +3 strength
Dwarven gives +6 crush attack


Cape: Skill cape of achievement (trim) > Fire > Skill > Obby > Legends > Easter
Fire gives +4 strength and +2 prayer and +2 all defense, and +1 all attack (you don't rely on prayer really at all compared to the guthans method, and slightly less than bunyips)
Skill (t) gives the extra +4 prayer
Obby is just +9 magic and range
Legends is +7

Ammy: Amulet of Fury >> Amulet of glory (1+)
Fury for the good mix of Strength and Prayer, along with defense +15 and offense +10
Glory for the +10 all offense, the charge is for a teleport

Arrows: Keep open
Lots and lots of mithril arrows / sapphire bolts to collect

Weapon: Leave empty
Unless you're not bringing a 2h weapon, in which case wield that

Shield: Antidragon > Dragonfire
Antidragon is easy to drop, and less costly to drop also, unless you're using a 1h weapon, then use a Df if available
an alternative is taking a dose of antifire potion before you leave for the trip

Body: Karils leathertop > Armadyl chestplate > Dragonhide Body
If you're not using an sgs for specs then bring armadyl if you can afford it [although, if you can afford it, chances are you could also afford an sgs, which is highly recommended]
I find it affects accuracy too much [-21 crush], so I use karils

Legs: Karils leatherskirt > Armadyl skirt > Dragonhide chaps
Same as the Body

Gloves: RFD > D'hide > Klanks gauntlets
highest bonuses

Boots: Dragon > Infinity boots > Rune > lesser
strength bonus mostly, infinity for the magic defense bonus

Ring: Berserker ring > Seer ring > ring of wealth
Str bonus on the berserker, mage defense on the seer
I use a wealth, from a lack of owning the other two anymore

Killing weapon: Sara sword >> Zammy spear > D mace > Veracs flail > anything else with a crush
Sara sword has an awesome crush attack, its as quick as a whip

Weapon for Specs: Sara Godsword >> Sara sword >> > D Mace > DDS (no crush option)



SGS Spec is awesome at fiends - if you can afford it, I'd highly recommend you take it, even if it means taking a zammy spear instead of a sara sword
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4.5 [ Bunyips ]

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Requirements:
68+ summoning
40+ cooking (80+ HIGHLY recommended, if you don't have 80+ it's worth a lot less)


Bunyips are probably one of the most useful summons in the game
Requiring level 68 summoning to use, and available via GE for 1800ish gp, they're readily available for use to a wide market
Buying them in the GE might take a while, but people are always selling, so you won't be without one for long

They last for 44 minutes and cost 7 points to summon, so for those of us 75+ summoning, we can use two without needing a potion
Of their abilities, they heal 8 hit points per minuet (2 every 15 seconds), and their scroll ability "swallow whole" lets you eat raw food as if it were cooked (assuming you have the cooking level to cook it)

At waterfiends, Bunyips are the most useful familiar, as if they were made for this spot.
You know all those raw food drops? sharks 4-6 and lobsters 4-10? This is where those pay off.

While using a Bunyip, often times you get a huge drop of food, and you can't use all of it, so it ends up rotting on the ground - that would be because you've forgotten the less used ability - turning raw fish into water runes. They stack, you should have some in your inventory already, so what have you to lose? Just use the piece of food on your bunyip and it will turn it into a random number of water runes

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Bunyips can also be used for Prayer conservation -- often you'll have food on you, your bunyips 8 hp per min healing will be keeping you at full hitpoints.
In situations like this, just stop praying for a while.

1.) It'll give you a chance to make room for other drops (or other food drops)
2.) You save prayer potions (useful more when your bunyip runs out, or when you're caught in a jam)

For it's healing ability, if you're bringing bunyips, it's recommended you not waste inventory space with guthans, and even less prayer pots would be advised (unless you have low defense or prayer)

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5.0 [ Methods / Recommendations ]
This is where methods differ, be it Number of prayer pots or shark, use of super restore, guthans / short trip.

What I bring is posted above ^^, but not everyone has that much money or the needed stats.

This is really where you find your balance: lower prayer - bring more prayer pots; lower defense - more shark.

You can also choose to not bring guthans at all and just do 4-5 prayer pots and the rest shark, or do only guthans and pray mage (+311 range defense vs +12 mage def) but it takes longer to get kills, and more attention must be devoted while using guthans.

I get down there with a games necklace to the barbarian assault minigame, and then use the bank box for the necklace.

67-
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68+
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from there I run south to the pond and jump in.

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Anyways, when you first go in, turn protect from magic on and equip your Anti-dragon shield or Df (or take a dose of antifire) as there are dragons the entire way there.

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either that or you die before actually reaching waterfiends.

Run to the south-west corner, there are like 14 spawns in a short distance of each other, and equipped your killing weapon (sara sword in my case).

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I pray range, as my magic defense bonus is like +140 or something crazy, so it doesn't hit very often with magic and it has no melee attack.

When using guthans, you won't want to wait as long as you might on other slayer tasks, they use two attacks, so usually when I fall below 60% HP I would start trying to heal.


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Again, if you're finding this troublesome, seek out an enraged barbarian spirit, or a barbarian skeleton which can only attack with melee, so you won't need to worry about magic or range attacks

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6.0 [ Drops ]

I'm sure you're wondering, why would anyone do this?

well, apart from the Strength experience (50k+ an hour), a number of reasons.

Waterfiends have a very high charm drop rate, most of them being crimson.
Waterfiends drop mithril arrows and water runes in large quantity frequently.
Waterfiends drop water orbs and water staffs and battlestaffs.



None - 1.4%
Blue - 1.5 %
Green - 6.2 %
Gold - 8.8 %
Crimson - 82.1 %



Other drops of interest:
(With the new slayer update, drops have improved immensely)
Mithril ore (1-6) noted
Sapphire bolts (15)
Herb drops (2)
Vial of water
Various alchable mithril and adamant items
Water staffs
Water Battle staffs
Rune Med helm
Mithril arrows (90)
Water orb (5-9) noted
Coins
Charms
Shark (cooked)
Raw lobster (4-10)
Seaweed (14-29) (noted)
Ranarr seeds (1)
Snapdragon seeds (1)
Watermelon seeds (1-4)
Snape grass (20) (noted)
Uncut sapphire (2) (noted)
Raw shark (4-6)
Blood rune (4-11)
Clue scroll (level 3)
Mithril bar (2)
Gems
Death runes (10-19)
Dragon square left half


Total value after one trip:
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If you're unsure what to do with your charms, I might suggest
Rokyzz's Guide To 99 Summoning :)


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7.0 [ Frequently Asked Questions ]
Q: Do they have Tolerance?

A:
- Yes

Q: What is Tolerance?

A:
- When a monster stops being auto-aggressive towards you after 9-12 mins

Q: How long are your trips usually?

A:
- Depends on how many bunyips I bring

Q: How many crimson charms per trip do you leave with?

A:
- usually in the area of 350, but I've done over a thousand in one trip before :D

Q: Can you range/mage them?

A:
- I've yet to see a method that can keep up with melee's speed and drop rate

Q: Why do you have a dragon mace if you use the Sara Sword special attack?

A:

three reasons:
1.) If I use a zammy spear or v flail I might take the mace to use special attacks -- keep in mind not everyone owns a sara sword
2.) +5 prayer bonus while protecting magic from the brutal greens
3.) Inventory space (equipping d mace and Df) if I want to pick up something, or am about to leave - and still want to be able to attack

Q: Why not use a godsword?

A:
- They're slow, and don't hit as often as a crush weapon, they're mainly slash based, and if you hit a zero with a godsword, you've lost your advantage of power, whereas if you hit a zero with a sara sword, it's not that big of a deal. The same applies to when a waterfiend is low on hitpoints

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8.0 [ Credits ]
Name: Overvoltage - writing the guide
Site: Zybez - Hosting
Name: Yogosun - influencing interest in waterfiends
Name: Man_Whij_Me - Offering suggestions
Name: Abbysallorge - Adding to FAQ
Name: vegury - Adding to FAQ
Name: jason12512 - Correcting stats



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