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Rey's guides to high level slayer mobs


Seiryuu

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This guide series covers various monsters generally considered tough.

Wyverns, Rippers, Camel warriors and Mammoths require 96 slayer.They each drop a key part for the Raptor's Key (on task only), which unlocks the Raptor's Chest to give some rewards.

Index
0:General tips
I: Wyverns
II: Ripper demons
III: Camel warriors
IV: Acheron mammoths
V: Rune dragons 
V I: Tormented demons
VII: Glacors
VIII: Dagannoth Kings

General tips applicable to all monsters covered here:

*85+ weapons and T80+ armour are recommended to fight them efficiently, but it is very much doable in T70 armour/T75 weapons.

Level 80+ summoning is recommended for pack pig/yak (for extra supplies) and nihil/titan familiars (for damage), based on preference and technique. Unicorns' healing scroll move can't keep up with damage in some cases but is an option. Brews are not required but may be used in combination with food.

High prayer levels for turmoil variants and soul split OR level 70+ on standard prayers for Piety variants.

Enhanced Excalibur is very useful on every task 

Sharks+ food 
(Attuned)/Portents of restoration are useful as a safety precaution

Emergency teleports are always handy if things go wrong

Shields are always handy for def abilities. Don't use debilitate,devotion, reflect together as it wastes potential dmg mitigation. 

Auras: Penance, accuracy auras, vampyrism, dark magic, equilibrium, reverence/+

Plague's End is almost necessary, for the ability to make Combination potions (wyrm fire) along with level 85+ herblore. 

Dreadnips can do extra damage and poison/stun creatures otherwise immune, but not necessary

Pocket:
~Signs of Life are extremely helpful as death may be unpredictable. However if you are confident, or if you have Portents of life in your inventory, you may use scrimshaws instead. 
~Scrimshaws: Elements (magic), Vampyrism (melee), Cruelty (ranged).

Guides are subject to change.


* = special note

Edited by Sreyas
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Part I : WYVERNS
Asgarnian Ice Dungeon, climb down rope at skeletal wyverns.

Recommended style: Melee (dual wields) / Magic (fire surge/blood blitz*)
Blood barrage (AoE) may attract unwanted aggression, however it may be used if you're willing to take the risk/ find a wyvern by itself. Dark form helps if using blood spells.

Melee is easier, mage is preferred with high dps.

Required:
Wyrm fire potions/ Overload salves
Combat eqpt as preferred
Food
Prayer restoration

Recommended
Antipoison++ (reduces poison damage by 50%, lower tier antipoison does not work)(may be dropped by them)
Hoardstalker rings/Dungeoneering cape (quick access)
Defender if using dual wields > Shield 

 

Watch out for:
The COLD
Staying close (1 sq) to a lit firepit gives warmth, increases poison damage (max 1k)
Moving away makes you cold, increases wyvern autoattack damage, reduces poison damage
Staying away for too long (coldest) makes you freeze (stunned) repeatedly, which can be risky. Leave cave and return to reset this. Anticipate and freedom work.
* Warmth is preferable as poison damage can be halved with antip++ unlike wyvern attacks but a balance between the two is optimal.

Method:
Find a firepit and light it. Drink potions.
Shield: Resonance to heal, Reflect and Revenge are very useful especially if attacked by multiple wyverns. 
Prayer switching is very effective if maging/ranging. Devotion negates damage completely.
Protect against melee if meleeing/ maging in melee distance. 
Stun abilities are extremely useful, as they pause wyverns from attacking you. Asphyxiate/Destroy are the best. Soul split may be used while wyverns are stunned.
Melee users will need to run to the fire as soon as the wyvern falls to maintain warmth.
Kill them as quickly as you can, use stuns between abilities to reduce damage taken. 
If you get stunned use freedom, anticipate as soon as freedom expires. Return to a fire asap. 
That covers the basics of it.

 

Special tips:

-Attacking a skeletal wyvern before climbing down the rope can make the living wyverns unaggressive for 6-8 seconds (that's how long you have to find a cosy fireplace)
-Lobbying/relogging resets the temparature, so if you start getting cold stunned this is another alternative to exiting/reentering the lair
-It is possible to right click and "walk here" the wyvern to the fire, so you can stay in melee distance and be close to the fire at the same time. More effort, less risk.

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Part II: RIPPER DEMONS
Dungeon beneath St. Elspeth's abbey, east of Al Kharid.

Recommended style: Melee (Upgraded Darklight> other melee wep of choice) / Magic (Earth surge/Shadow Blitz*)
*AoE abilities/barrage may attract unwanted aggression, NOT RECOMMENDED

Required:
Combat eqpt (preferably non-degradable unless augmented)
Food, prayer restoration

Recommended:
Weapon poison++ (slows down their adrenaline gain, often dropped by them)
Cb boosts
Defender > Shield switch
Grave can be reached by Al K lodestone very quickly.

Watch out for:
~Flit- if you try to move away from them, they will flit to you and inflict a bleed that triples on movement (Slaughter) Can be countered by Freedom.
~Aggression- if your HP falls below 35% they become aggressive. Multiple rippers can easily kill you. Portents of restoration are helpful.
~Shadow pounce- they have an adren bar. When the bar fills up, they may jump up into the shadows and pounce on you (One hit KO) Avoid this by running at least 3-4 squares to the east. *Escape/surge may be used but is not reliable as if you fail to time it correctly they might kill you even if you are far from them. Melee users use Barge ability to get back in combat and avoid bleeds when they land.
~Last resort Blender- when they die, they'll spin rapidly as a last resort to finish you. Move away.
* Click on minimap to avoid clicking on another ripper. Watch out for other player's dying rippers because they can hurt you too.

Method:
Protect melee on. Drink potions, apply weapon poison. 
Rippers are immune to stun/bind, and they flit to you and inflict a bleed if you try to run away. However, stun abilities may slow their adren gain (?)
Shield abilities: Resonance, Revenge, Reflect.
Debilitate (at start), devotion (towards the end) as often as you can.Kill them as quickly as possible and maintain 70% HP. 

Rippers are super easy with defenders because you can use shield abilities the entire time without having to use a shield switch, which means your HP rarely falls below 50%. Also means that a titan/talon beast for quicker kills would be a better choice than a BoB for extra food.

That covers the basics.

 

Special tips:

-Staff of light special attack blocks half of all melee damage for 60 seconds. Even though it's level 75, using earth spells can give you decent accuracy. Damage reduction allows use of dps gear to increase damage (Recommended for low budget setups)
-Turn Share bars, invite to group and Accept Aid off to prevent trolls from casting tele-other spells to distract you OR just use the new accept aid toggle settings to turn off teleports 
-Attuned ectoplasmator with dragontooth/demonhorn necklace can help you maintain prayer indefinitely if you can kill them quickly enough (if not using penance aura)
-Turn off ground blending and ground decorations in graphics settings to see the shadow more clearly, if you rely on that to dodge the pounce.

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Part III: Camel Warriors (CW)
Island, South east of Sophanem

Recommended style: Ranged, Magic (blood spells recommended) and Melee (crush) are equally good.
*AoE attacks not advised

Required:
Combat eqpt
Food
Prayer restore

Recommended:
Cb boosts
Penance/Accuracy aura
Weapon poison (extra damage)
Pharaoh's sceptre (quick access)

Watch out for:
~Desert heat- the usual, waterskins help, can be ignored
~ Mirages- When they are brought down to ~15k HP (?), they create 3 mirages. All mirages do magic damage, weak to range. Protect from magic advised (+devotion).
1. Shadow mirage: shadow spells,Has an adren bar, when filled, he drains a large amount of prayer points. Penance aura helps/ use pray pots
2. Blood mirage: blood spells, heals itself and allies
3. Smoke mirage: smoke spells, lowers accuracy,damage,defence. Boosts recommended.
~ Sandstorm: when it's adren bar fills or if stunned, the main CW summons sandstorms that deal rapid typeless damage that increases over time (up to 6k per tick! Move away to avoid. Rapidfire/destroy/asphyxiate not advised on main CW, if used, move after 3-4 hits. Be careful, they can sandstorm up to 3 times b2b2b if you try to stun/bind them. Normal sandstorm would be used only once.

Method:
Protect ranged/soulsplit for main cw, protect magic+devotion for mirages
*Main cw can use all cb styles. Max hit 1200(?)
Fight CW as normal, switch to protect from magic when the mirages are spawned. 
They can be killed in any order, but I recommend Shadow> Blood> Smoke.
DO NOT USE CHAIN unless no other camels in sight.
Once they're down, the main CW will return. 
Kill it while avoiding any sandstorms. It has a magic attack that looks like a storm but isn't (trolol u panicked) Storms start with low typeless damage, move when you see it.
Using dot abilities/bleeds is advised to maintain constant dps even while avoiding storms. 

That covers the basics.

Special tips:

-It's a common strategy to build adrenaline on the last mirage to use Deadshot ability on the main CW at the end to make kills easy.

-Stuns also make the main CWs use the sandstorm attack, so stuns are not recommended. However if you can avoid the sandstorms easily, then feel free to stun the heck out of them :)
-CWs are not aggressive even if attacked, unless you do at least 1 damage. Corruption does not invoke aggression from CW, however if it damages them enough to spawn mirages, the mirages will be aggressive.
-Mirages can be lined up behind the rocks in order to fight them 1v1.

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Part IV: Acheron Mammoths 
Ancient Iceberg via Fremennik Ship NE of Rellekka

Recommended style: Melee (stab best) (Use magic/range in melee distance only*)
*see below

Required
Combat eqpt
Food ,prayer restore

Recommended
Cb boosts
Weapon poison
Shield switch or defender if dual wielding
Dg prayer necklaces are useful for saving prayer as they drop 2 big bones at a time

Watch out for: 
~Smash- disables protect/deflect prayers
~*Dishonourable conduct- if you try to run away from them and they catch up, ALL your prayers will be disabled for 5 seconds including protect item and you'll be dealt heavy damage afterwards!!
~Trample- If you walk under the mammoth it tramples you for 3k+ damage
~CHARGE!- They have an adren bar, when it goes above 50%, they can use CHARGE attack (max hit *7k). A second (blue) bar shows up and they pause for a bit when this happens, that's your cue to avoid it:
1. Hide behind a rock
2. Run out of their way
3. Tank it with protect melee (500-1k damage/ 1 damage with devotion)
4. Resonance it for 3-6k+ heals (only first hit, after that do one of the above)
5. Tank it with Reflect
They charge 1-3 times until the blue bar empties.

~*Rock throw- ranged attack, area effect, throws 3 rocks which can hit ALL players standing on the spot (max hit 5k) Move away to avoid or just flick protect ranged/Resonance

Method
*Protect melee recommended throughout the fight, alternatively use soulsplit and switch to melee for charge, flick ranged prayer reduces damage
They can use ranged (max hit ~2k) and melee (max ~1.5k)
Shield: Resonance at the start and on charge/rock throw, other abilities as usual
Debilitate and Devotion are helpful always, ideally save devotion for charges
Their first attack is always Smash, so don't bother praying at the start (hence Resonance)
Fight as normal, stuns can slow them down even if they can use freedom. Don't walk under them, don't try to run away (especially mage/range users!)

That covers the basics.

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Part V: Rune dragons
Mount Firewake, Kethsi via World Gate (req. Fate of the Gods)

Recommended style: Ranged (Dragonbane ammo) advised throughout the fight due to bane ammo requirement (magic won't work) and flight mode (melee won't work)
*AoE attacks not recommended!

Required:
Combat eqpt
Dragonfire protection
Dragonbane ammo
Food, prayer restore

Recommended:
Cb boosts
Dragonfire shield (if using 1h weapon, just in case you run out of antifires, and for abilities)
Sixth age circuit for quick access

Watch out for:
~Dragonfire: use dfs or super antifires/better
~Blue fire wave: Only in flight mode, targets your standing spot, can be avoided by moving away but negligible damage if not avoided
~Phases:
1. Thick skin: Dragonbane ammo is required to crack it's defence
2. Flight: cannot be melee'd, uses blue fire along with normal attacks 
3. Enrage: can be melee'd again when it lands, it's damage increases over time so kill it quickly (max hit 4k+)

Method:
*soul split may be used throughout the fight
*they can use all cb styles, prayer switching is effective if using protect/deflect (+devotion)
*Immune to poison
Defender/Shield: Resonance, reflect, revenge (if under attack by multiple)
Debilitate is useful on enrage phase
The fight is pretty straightforward, no tricky mechanics other than mentioned above. 
Maximise damage during enrage phase to avoid taking a lot of damage and wasting supplies.

That covers everything about them 

*smithing/fletching assist can be used for bane ammo

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Part VI: Tormented Demons (TDs)
Guthix temple, under the chasm near Tears of Guthix (req. While Guthix Sleeps)

Recommended style: At least 2 different cb styles, or one style and a combat familiar using a different style.

Required:
Combat eqpt 
Holy water>Darklight
Food, prayer restore
Sapphire lantern - use on light creature to access the temple  and Games necklace for quick tele to Tears of Guthix  (not required if using max guild portal)

Recommended:
Dreadnips for an extra cb style

Mechanics:
~Multicombat: the TDs are aggressive and have a long aggro range, in a multicombat area. You can take a lot of damage within a very short time if you get piled, try to find a safespot along the edges of the cavern behind walls.
~ Flame barrier: TDs have a barrier around them which reduces all damage by 75%. Use Holy water/darklight to dispel it.
~ Protection prayers: they use protect prayers against any cb style if it does 3k damage. Hybrid it or use familiar for help. 
*they always start with protect melee, hence holy water> darklight. If no holy water, use any other style to damage them enough(~750 ie. 25% of 3k) to make them switch prayers and then use darklight.

~ Roar: they can change their cb styles randomly, they roar everytime they do this accompanied by an AoE magic attack. Protection prayers can fully block their damage so prayer switching is recommended over soul split.

Method:
Always try to fight as few of them as possible.
Dispel their barrier at the start of the fight. Change cb styles according to their prayers. Dreadnips and cb familiars are greatly helpful, allowing you to do it with a single style.
Fighting them with a partner can help reduce aggression.

That covers the basics.

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Part VII: Glacors
Glacor cavern, Fairy ring D-K-Q (req. Ritual of the Mahjarrat)

Cb style: Magic- Fire spells
Fire spells do 150% damage against them.Blood spells recommended. Other spells do only 50% of normal damage. Other cb styles do significantly less. 

Required:
Combat equipment
Food, prayer restore

Recommended:
Unicorn+scrolls 

Watch out for:
~Frostbite: only in melee distance. They can freeze you. Spam click away to escape or you'll get hit for a lot of damage!
~Stun: only in magic form. It stuns you and binds you in place for 5 seconds. Use freedom to escape.
~Icicle rush: only in ranged form. They use both hands to throw 3 icicles at you, which will deal damage equal to 50% of your current health. Move away from the spot to avoid.

Method:
All glacors can use melee in melee distance. Not recommended to go close to them.
Glacors can use either magic(blue spheres) or ranged(icicles)  as their secondary attack style.
Fight a glacor normally till you bring it down to 20k hp. It will then summon 3 glacytes.
The glacytes may be killed in any order, and the glacor takes over the ability of the glacyte you kill last.

1. Enduring glacyte: has strong resistance to all attacks, lure it farther away from the glacor to weaken it's defence. If glacor takes over it's power, all damage done to it will be reduced by 50%. Kill either first or second.

2. Sapping glacyte: drains 50 prayer points with every attack. If glacor takes over it's power, it will drain 100 prayer points instead. Kill first or second.

3. Unstable glacyte: has a charge bar over it's head. When full, the glacyte explodes doing damage in a 3x3 radius equal to 1/3* your current hp. Move away to avoid. If glacor takes over it's power, 5x5 radius instead. Kill last.

Once the 3 glacytes are down, fight the glacor again till you beat it, with it's newly gained abilities in mind.

 

*Pillars can be used for safespots from glacor while fighting glacytes.

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Part VIII: Dagannoth Kings
Waterbirth Island Dungeon, bottom floor (prefer take path 1 past the rock lobsters)

THIS IS A SOLO GUIDE.

Recommended style: TRIBRID setup. 
The three bosses each use a different combat style and strictly follow the combat triangle. They are immune to anything other than their weakness and hence you need all three cb styles (specific weakness not required as long as you follow the combat triangle)

Required:
Combat eqpt- preferably hybrid armour, all 3 cb styles 
Recommended: Balmung for melee, Arrows for ranged, Fire spells for magic.
Food, prayer restore

Recommended:
Fremennik boots 4- boosts damage and makes dag bone drops noted

 

Watch out for:
~Multicombat: the area is multicombat and you will be attacked by all 3 dag kings together 

The Three Dagannoth Kings: (in order you should slay them)
1. Dagannoth Prime: uses magic, weak to arrows
2. Dagannoth Supreme: uses ranged, weak to melee 
3. Dagannoth Rex: uses melee, weak to fire spells.

Method:
As you enter the chamber with the dagannoth kings, keep protect from magic on as Prime has the most accurate attacks and hits very high even on ranged tank armour.
Kill him swiftly using ranged attacks while tanking the other two. 
Rex can be avoided by hugging the south west edges of the chamber, if he was not already aggressive to you when you entered.
Switch to melee and defeat Supreme next while using protect ranged/soul split (your choice).
Finally defeat Rex with magic.
Between kills while waiting for respawns, it is good to stall adrenaline to prepare for the next kill. The aggressive Spinolyps around the chamber help with this. They have 1k LP and are good targets for Sacrifice healing. 

Only the starting is tricky, once you beat all 3 of them it's easy to get into a rhythm to fight them 1v1 before the other two respawn, which makes easy trips.

 

 

Method if only camping Rex:

Enter the chamber and run/surge all the way to the east. South east corner is the safespot from where you can avoid the other two kings and only fight rex. Be careful when leaving safespot to tag rex in case he wanders close to the center. Tag rex, combust is a good ability to use, run to center-east till Rex reaches you, and then run to south east corner hugging the wall to trap Rex. Kill him till he dies. Enjoy!

* facing the camera west makes it easier

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