Imagine
Grand Master
- Joined
- May 31, 2010
- Sythe Gold
- 5
- Messages
- 3,375
1). Bind a 2h. I don't care if you are 80attack but 99 strength. A katagon 2h is better than a primal maul, a t7 2h is better than a prom maul.
Monsters in daemonhein are slash weak, and if you encounter a crush weak monster just switch the 2h's attack style. The only exception to this rule is if youre 99 attack and can get a primal baxe, but not a 2h since its 113 dung req, bind the baxe. (by that point you should know but I don't want to have people call me out on it.)
2). Unless a large portion of the dungeon is behind a potion door, skip it. Even so, plant the herb and come back to the door later. Sitting at the door while the potion is made is a waste of time. If you have the herb, fine, make it. Unless there are 3+ doors behind it, don't bother. And if you do bother, make sure someone plants the herb a soon as you find the door.
3). Call your gates. And if you know a door when somebody asks, tell them what it is.
4). Keyer tells you to mgt. move it. Immediately. No, don't finish smithing your armor or fishing your food. Move it.
5). Don't make armor. Not worth the extra 5 minutes so you can personally possibly avoid a death. Don't fish food. The monsters in the gd drop enough of it.
6). So you have 10 salve eels, and you kill a monster that drops more. You take all of it, right? Wrong. Leave it on the ground for others. 10 salve eels is more than enough food. Somebody else may have none. Instead, loot one salve eel between hits. You don't lose any dps and everybody gets to share the food.
7). Binding laws/cosmics. Don't do it. You can make them in 20 seconds at the start of the dungeon. On the other hand, bind a csb. Makes forgotten warriors and some bosses so much faster and easier. Don't have 70 rc? Bot it in like 3 hours. With runespan there is no excuse not to have 70 rc. Only different ammo bind could be sag arrows to go with your hex. But if you have a hex you should know that.
8). Ssh binding: 45-80 def, bind it. At 80, choose between gorg plate and ssh, it's down to personal preference. At 90+, bind the best platebody you can. The rationale behind thi is that if you bind a ssh, tanking becomes very difficult. You simply can't tank two forgotten mages and a warrior with no armor. (an other assorted monsters). And the reality is that it's not rare to encounter these. People will say that a ssh will prevent you from needing to tank but that is untrue. A single Mage will expose you for basically the whole gd. And then you'll be forced to tank wih no armor. If you're soloing a path(like you should) good luck with that. Also, at under 45 def, just get another offensive bind.
9). When the keyer says gt levers/emotes/portals, teleport now. You may be holding the whole team up at emotes. Likewise, if you're the keyer, don't call gt for every single gd. You can solo a gd with two giant rats...
9.1). If you are idle, teleport to the gt. if the keyer calls gtgd, call what you are doing so you don't sound like a lich, I.e call "opening ocr" or "opening skill door"
10). Split up. Take your own paths. You dont need 50 people taking the same gd when there are puzzles to be completed and skill doors to be opened and even smaller gd to be cleared.
11). Don't follow the GT unless you have a door gated that you cant break. You can teleport to the GT in a matter of 3 seconds, so go on a separate path. If you need to go with the GT for a skill door or emotes/levs, drop your personal gatestone and help it. Then finish your path.
11.1). Do follow the GT if you have a door gated. You could end up on a path you can't complete by yourself and then be forced to make the tough decision of which path to leave ungated. Leave these paths for people who are still free gate.
12) Solo Guardian Doors on your path. Don't move the GT just because you don't want to tank hits. If you're smart, you should only be tanking 1-3 monsters at any time anyway. Only move the GT if you are in a "rape GD" with a crapload of monsters, and then only do it after you get permission to move the GT.
Monsters in daemonhein are slash weak, and if you encounter a crush weak monster just switch the 2h's attack style. The only exception to this rule is if youre 99 attack and can get a primal baxe, but not a 2h since its 113 dung req, bind the baxe. (by that point you should know but I don't want to have people call me out on it.)
2). Unless a large portion of the dungeon is behind a potion door, skip it. Even so, plant the herb and come back to the door later. Sitting at the door while the potion is made is a waste of time. If you have the herb, fine, make it. Unless there are 3+ doors behind it, don't bother. And if you do bother, make sure someone plants the herb a soon as you find the door.
3). Call your gates. And if you know a door when somebody asks, tell them what it is.
4). Keyer tells you to mgt. move it. Immediately. No, don't finish smithing your armor or fishing your food. Move it.
5). Don't make armor. Not worth the extra 5 minutes so you can personally possibly avoid a death. Don't fish food. The monsters in the gd drop enough of it.
6). So you have 10 salve eels, and you kill a monster that drops more. You take all of it, right? Wrong. Leave it on the ground for others. 10 salve eels is more than enough food. Somebody else may have none. Instead, loot one salve eel between hits. You don't lose any dps and everybody gets to share the food.
7). Binding laws/cosmics. Don't do it. You can make them in 20 seconds at the start of the dungeon. On the other hand, bind a csb. Makes forgotten warriors and some bosses so much faster and easier. Don't have 70 rc? Bot it in like 3 hours. With runespan there is no excuse not to have 70 rc. Only different ammo bind could be sag arrows to go with your hex. But if you have a hex you should know that.
8). Ssh binding: 45-80 def, bind it. At 80, choose between gorg plate and ssh, it's down to personal preference. At 90+, bind the best platebody you can. The rationale behind thi is that if you bind a ssh, tanking becomes very difficult. You simply can't tank two forgotten mages and a warrior with no armor. (an other assorted monsters). And the reality is that it's not rare to encounter these. People will say that a ssh will prevent you from needing to tank but that is untrue. A single Mage will expose you for basically the whole gd. And then you'll be forced to tank wih no armor. If you're soloing a path(like you should) good luck with that. Also, at under 45 def, just get another offensive bind.
9). When the keyer says gt levers/emotes/portals, teleport now. You may be holding the whole team up at emotes. Likewise, if you're the keyer, don't call gt for every single gd. You can solo a gd with two giant rats...
9.1). If you are idle, teleport to the gt. if the keyer calls gtgd, call what you are doing so you don't sound like a lich, I.e call "opening ocr" or "opening skill door"
10). Split up. Take your own paths. You dont need 50 people taking the same gd when there are puzzles to be completed and skill doors to be opened and even smaller gd to be cleared.
11). Don't follow the GT unless you have a door gated that you cant break. You can teleport to the GT in a matter of 3 seconds, so go on a separate path. If you need to go with the GT for a skill door or emotes/levs, drop your personal gatestone and help it. Then finish your path.
11.1). Do follow the GT if you have a door gated. You could end up on a path you can't complete by yourself and then be forced to make the tough decision of which path to leave ungated. Leave these paths for people who are still free gate.
12) Solo Guardian Doors on your path. Don't move the GT just because you don't want to tank hits. If you're smart, you should only be tanking 1-3 monsters at any time anyway. Only move the GT if you are in a "rape GD" with a crapload of monsters, and then only do it after you get permission to move the GT.















