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PostSubject: Dungeoneering   Dungeoneering EmptyTue Jul 12, 2016 5:59 pm

Roles:

Keyer : The keyer, or host, is the one that should be responsible for keeping the dungeon running smoothly. It is best if this is the most experienced person on the team. As the keyer your main objectives are to find the boss, and keep the GGS moving. The keyer should constantly be moving down the Crit path and calling when help is needed. It is important that you keep note of which paths are bonus and avoid taking the GGS down them.

Keyer Helper : The keyers helper is the one that should GGS as soon as the keyer calls for help. It is helpful if this is the 2nd most experienced person on the team. This person wants to help the keyer as much as possible, clearing crit GDs, carrying the GT, or doing a long puzzle room, to allow the keyer to continue a different path. This person should also gate important doors that the keyer may ask them to, and be ready to MGT if a key comes up. If the keyer calls for help while you are busy with a path, you should gate your path and help him and go back to your path when done.

Non-Keyer : The non-keyers are the rest of the team, and should be opening all bonus paths. They should gate any door that hasn't been gated but break it if the keyer asks them to. Non-keyers are Keyers Helpers when idle.

*Pay attention to the chat at all times*


Door Priorities:

Keyer : Skill Door > Key Door > Enter Door > Guardian Door
If two prioritized doors are available, go to the one that continues in the same direction (straight)
If two prioritized doors are available and you cant go straight, to to the one that leads to the most undiscovered area of the map
If two prioritized key doors are available go to the one that the key was found for first.

Keyer Helper : Same as Non-Keyer unless told otherwise

Non-Keyer : Guardian Door > Enter Door > Key Door > Skill Door

*Try not to steal skill doors from the keyer (or call how much XP if you do)*



Reading Crit Path:

There are two types of paths, crit path and bonus path. The crit path consists of all the rooms that have to be opened to get to the boss. In a large dungeon this path is 19-23 rooms long and is usually (but not always) a key door. Bonus paths are anything that is not crit. The crit path is the path the you always want the GGS on unless the boss has been found, this is also the path the the keyer is hunting for. The crit path can be difficult to determine but there are many signs that can tell you if your on the right track or not. Any path once determined bonus, cannot later be determined crit. The crit path will never have lower than tier 8 recources excluding wisps (assuming one person on the team is maxed). *this is why keyers should prioritize skill doors* Skill doors that give less than 460 xp are guarunteed to be bonus, skill doors that give between 460-505(530 if you have dungeoneering scroll) xp are likely crit (not guarunteed). Rooms or skill doors that require above level 99 are bonus. Keys found in bonus rooms are bonus, not all keys found in crit rooms are crit. Nothing is guarunteed crit unless all other paths are determined bonus. If you were on the crit path before and you run into a dead end, go back to the last known crit location and take the other route. Watching for these signs carefully and following the crit path will surely get you to the boss ASAP.



Dungeoneering DPS:

It is important to deal as much DPS as possible when clearing rooms to allow the team to move on to the next rooms quickly. In dungeoneering to deal the most DPS it is best if you use t99 range and t99 mage for a switch, with your main ring as Desperado, secondary as Sniper and quickswitch as Blitzer. You want to prioritize range, only switching to mage for forgotten warriors and guard dogs (not hellhounds).



5 Do's:

1. Call out what you gate, when you gate something
2. Call out door XP or Bonus/Crit if the keyer is nearby
3. If you run into an easy boss, solo it and gate the end
4. Clear emotes before moving GGS
5. MGT if it is not on crit



5 Dont's

1. Overlook Keys
2. Clear non GDs
3. MGT to bonus path without asking the keyer
4. Skip Doors
5. Waste time
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