Zerk Vs Baby Pure for Deep Wildy Osrs

OSRS PVP Guide - How to make: 1 def pure, Void pure, Zerker, and Tank:

Discussion in 'Guides' started by Serene, May 16, 2016.

  1. So you want to make a PKing account? Possibly your master is deadening. Maybe your master sucks in PvP situations. Maybe you lot want an adrenaline blitz when playing, and from somewhere else as well rare PvM drops or elite inkling gyre rewards. Regardless, if you want to pk and demand aid on how to create your build - hither'due south your guide.

    I'll tell you the benefits of each of these accounts, the negatives, how they compare to eachother - and finally - how to brand each 1. At present which you choose volition depend on how much work you're willing to put in forth with what pking playstyle you lot enjoy. And every bit a effect, you'll have a much better take chances at killing people! This is lengthy. If yous want to skip to short version, only read the bold parts under the "How To" sections.

    Disclaimer: Don't recommend staking for really any of these accounts. These are geared towards BH and PvP situations outside of the duel arena. Staking usually takes into account different stat progressions that I won't cover hither. These guides are for members style accounts only. I won't be roofing account builds for f2p accounts considering I personally think f2p PKing is extremely ho-hum. This isn't a guide on how to bot these account builds. It'southward on how to build these accounts, y'all can decide if you would like to bot each stat or the requirements to get the gear and spells. Besides, this isn't a guide on HOW to pk or how to quest, but instead how to make accounts that are pretty constructive at PvP content.



    Things to remember:

    • None of this is set in stone. These are ways to get the bare minimum of what distinguishes you equally a 'finished build'. Later, you can train to brand your finished/quested pure a maxed 1. Or not. Y'all don't have to follow every pace either; skip what you don't similar. This is your business relationship.
    • A lot of these quests have requirements that other quest rewards may give. You can do them in whatever style that you lot prefer and include other quests that give you experience to unlock others, just keep in mind that yous want to avoid certain stats depending on your account.
    • "Lose": When I say lose in the build comparisons, I hateful "can't fight anymore." Either you've died OR you've run out of food.
    • Combat levels: Take these with a grain of salt. These are to help you empathize when fights become a flake closer. For example: 1 defence pures at threescore combat volition usually beat out a zerker pure at the same combat considering of the huge difference in stats and KO potential. At ~80-85 combat, these tend to even out; especially if the zerker has veng. Doesn't hateful the one def pure will always lose afterwards on; but things volition definitely become a fleck more challenging than fights a few gainsay levels earlier.
    • Comparisons: How they face confronting other accounts truly depends on PK style and who is pking; these are just on boilerplate results.
    • And finally, none of this is perfect. Everyone has their own way to exercise things, but this is the style I've done them from my years of pking on RS. From maxed 1 def pures to maxed zerks to 99 range/99def tanks.

    1 Def Pure
    Pros:
    • Low Combat (looks more bad-ass when you have low combat level with multiple gainsay 99s as opposed to a 100+ cb level westward/o a combat 99 stat)
    • Less take a chance on death
    • Actually high KO potential
    • Fairly piece of cake to brand/doesn't require much investment outside of preparation
    • Slayer isn't incommunicable, and some bosses such as KBD, Zulrah, KQ, and Mole are all the same feasible.
    • Can ever transition into some other, similar based build (melee pure -> zerker, range pure -> voider/tank)
    Cons:
    • Training is a lot slower and more expensive (read: more food, more prayer potions, less places to choose from for training, bossing, etc.)
      • If you do NMZ with absorptions, you won't miss out on much xp that other builds would be getting. Here'due south a good bot to practise that for y'all.
    • Starts to lose edge over most other PVP account builds effectually ~80cb
    • Lose potential on many bonuses (BIS items, force bonuses, quest areas/items)
    • Lose potential on many useful areas (quest areas, semi-boss areas)
    • They're really really actually common at pinnacle levels (did I say actually?). Almost anyone under 80 cb is going to exist a pure, with exceptions of account builds like obby tanks, lower level zerkers and voiders, or depression range tanks. This means you're basically going to be fighting yourself - you and your opponent ordinarily accept effectually the same KO potential depending on stats.
    • These can basically only PK. Technically you can still PvM some, but it becomes extremely costly, and the monsters worth fighting are a lot more difficult or require a team. If you lot programme to switch off between Pking and bossing, and hope to practice so efficiently (besides Zulrah), choose another build.
      • Fight caves volition be harder since the rangers and healers will hit pretty accurately.
    • Little to no room for mistakes. If you practise the wrong quest or accidentally use the wrong attack mode, you tin easily level your defence force. This happens a lot more oftentimes than you lot recollect.
    Comparison to other builds:
    • Void Pure/Zerkers: Beats out both most of the time until ~80 combat or and then. >90 cb, will more than often lose.
    • Tank: At < 80cb, much better than a tank. One time you become into the mid 80s, things tend to fifty-fifty out IF the tank is wearing depression defense gear (void), with the lucky AGS/DDS/SS spec winning nigh of your fights. If they're wearing defense force gear such as barrows/arma this build will generally lose. Not worth fighting most tank > ~90 cb.
    • Depression level pking:
      • Up until about twenty-25 CB or and so, magic rules pking. Highest hits past far. If y'all want to low level pk, just train magic.
    • Mid-level pking (30-70):
      • Account build becomes a chip more than specific hither for pures, commonly won't have to worry about zerkers/voiders/mains equally they are either really bad or almost nonexistent. At lower levels, 50 set on will unremarkably beat 60 attack (gmaul > dds - may change when d claws come into the game). You first to come across weird account builds that rely on loftier hits and ticking (e.g. maulers). Range starts to weigh a lot more in your dps. 31+ prayer will become beneficial if y'all're melee based. LOTS OF PURES. Fights move pretty fast.
    • High-level pking (71+):
      • Welcome to the loftier hits. Faster pking, higher combos, more things to worry about with ticking. Yous will see pking builds with defence that hit virtually as much equally you towards eighty combat. A lot more fun hither though.
    How To:
    There are so many i-20 defense pure variations to choice from and due to limited infinite and negligible differences in questing and what is required, in this section I'll cover the basic melee/range pure progression. There are many others: gmaulers, obby maulers, range pures, melee only, melee/ancients, init, 13 def, etc. and if you'd like ane of those, change a few things up (e.g. don't get sixty+ atk, prioritize rush with dds, get one more rfd quest, etc.).

    -Questing (I'thou not going to list the stats required for each quest or subquest (would love to but however have to write about the other builds :p Wiki will have them all):

    • Mith gloves:
      • RFD + Subquests: Dwarf, Goblin, Pirate, Dave, Skrach
      • For the Evil Dave role y'all will demand a kitten/cat. It helps to become the kitten earlier on and allow information technology follow you while questing so that information technology volition turn into a cat. This will speed up the Evil Dave subquest every bit kittens accept 10% take hold of success rate and cats have 70%.
    • Climbing Boots
      • Death Plateau
    • Prayer Book
      • Horror From the Deep
    • CB quests
      • Fight arena, Tree Gnome Village, Waterfall, Vampire Slayer, Grand Tree
      • Recommend doing these at depression combat to speed upward training
    • (OPTIONAL/RECOMMENDED) Prayer quests
      • Restless Ghost, Priest in Peril, Mountain Daughter, Spirits of the Elid
    • Travel & training quests:
      • Plague City, Priest in Peril (experiments), Biohazard (caged ogres), Dwarf cannon quest (cannon)
    • Ancients
      • Desert Treasure: Digsite, Temple of Ikov, Tourist Trap, Troll Stronghold, Priest in Peril, Waterfall
    • Dragon weps
      • Lost City, Monkey Madness
    • Avas Accumulator
      • Animal Magnetism
    • God Cape
      • Mage Arena minigame
    • (OPTIONAL) Ardy Greatcoat
      • Ardy piece of cake diary
    • (OPTIONAL) Firecape
    • (OPTIONAL) 50 Con. Will make traveling and questing a lot quicker and will relieve y'all coin if you have portals, framed glory, altar, scrolls of redirection, etc.
    -Preparation path:
    • With a 1 def pure, I always recommend getting your non-combat stats and magic out of the way in F2P. This is groovy because if you don't desire to hand train you can bot a level 3 account for your non-combat stats, and then train magic up to a suitable level where members may do good you lot a bit more. If you do information technology in F2P it'll be less of a hit if the business relationship gets banned. Everything should cost no more than 500k.
    • 1-60 magic: strikes -> wind bolt -> curse -> superheat (optional: If you practise, requires xv smithing OR The Knight'south Sword quest) -> high alch.
      • Tin all be done in non-members at barbaric village and varrock caged monk. Important stride considering it opens up teleports thus speed up your training process later downwards the route. I recommend at least 45. (OPTIONAL: y'all tin can use teletabs if y'all go to members, merely these will add up!)
    • Once you have all of your non-combat stats and/or magic, get members and brainstorm your questing/training.
    • You lot should be anywhere from 45-60 magic and <30 combat. Time to get your assail and force up. Practise the quests listed in a higher place every bit "Combat Quests" in any order that you cull.
      • I've ordered them in a manner such that the experience and teleport you get from i may assist speed upwardly another later down the road. These should become you to 45+ attack and 30 strength. The Grand Tree quest volition require you to train agility for a while beforehand.
    • At this point, you should be ~threescore magic, 44 attack, 30 strength, and accept near of your F2P non-combats washed. You need to now choose between training or questing. (Can switch off betwixt the two if you choose)
    • If Questing, cull betwixt Prayer and no prayer here.
      • If getting prayer, practise the prayer quests now.
      • If no prayer, skip ahead and focus on skilling and finishing upwards the rest of the quests for climbing boots, prayer book, most of the mithril gloves subquests (non dave) and your travel quests. No y'all don't need prayer book if you aren't getting prayer but information technology is beneficial to accept for subsequently downwardly the route. Don't start on ancients, monkey madness, or firecape.
    • If preparation, go alee and start getting your range up.
      • I recommend getting a cannon and power-preparation your range up to at least xl (1k cannonballs should go you to at least 30 range). If y'all choose to do and then, wield your best bow/crossbow and arrows with the highest range bonus each time yous level up as cannon accuracy is based off of attack bonus (note: if your melee stats are college and offer better set on bonus than your bow, wield that instead). Ogres are a slap-up choice, equally well as rock venereal or any multi-combat/safespot-able monster with depression defense.
      • At 30 range, become become attractor/accumulator.
      • At about forty-fifty range, I recommend switching to knives/darts and going to experiments, rock crabs or caged ogres (remember to upgrade your attractor at 50 ranged). NMZ is also a very viable option at l+ range with msb(I) and rune arrows or RCB/broad bolts (arguably better than knives).. If y'all cull not to switch off to knives, continue in mind that your HP is extremely low for your combat right now and that may/will become a problem later on for pking and questing (cannon doesn't give HP xp).
      • You lot can as well switch off to assault and strength, trying to keep them effectually the area that you want your build to be. Keeping your leveling with strength always higher than set on allows you to pk intermittently betwixt training and remain constructive (due east.thousand. 40 assault threescore forcefulness -> l assault 70 strength -> 60 attack 70 force).
    • If you would like to mentum your range, showtime monkey madness and chin in the tunnels before finishing the quest. Will need 43 prayer, and this volition stop you from being able to wield d scim for a while.
    • When you lot get to a suitable level (high enough hp to survive, high enough combat stats to kill) you can begin to finish off the harder sub-requirements.
      • Finish off mith gloves at present (evil dave). I mentioned holding off on this subquest considering the shadow of the tempest quest dominate can striking pretty accurate, and prior to training your account's HP would've been too depression.
      • Mage Loonshit is not hard but the mages can hit 20+ if you lot don't safespot so make certain your HP is higher; also beware of pkers.
      • Ancients shouldn't be hard equally long as yous know how to impale each boss. It doesn't really require prayer, look up YT guides on how to impale each dominate without prayer if you lot opted out of getting it.
      • Monkey madness will be a cake walk (more monotonous than hard), and the terminal boss can exist safe-spotted or easily killed with or without prayer. Wait until the gnomes get him to low wellness and then spec him out or use stronger weapons to deal the final accident.
    • Firecape: for 1 def pures, you will probably need purple sweets and/or blowpipe. Information technology isn't impossible with <forty prayer, but definitely not fun and takes a long time. You can look upwardly guides on how to practice firecape, and I highly recommend information technology since it is BIS cape and you tin can go loot it if you dice while pking (y)
    • And there yous have it, yous are fully quested with the bones stuff you demand to have. You have prayer bonus, accumulator, BIS force cape, spec weapons and more. When you feel your build is ready, go ahead and pk. Yous have your BIS gear equally a pure, and should be able to hold your own. Attempt knives->dds or msb->gmaul->obby maul. Y'all could rush with ancients if you wanted. Really just experiment with your combo's and enjoy yourself. If you would similar to alter some things, become for it. I personally beloved the gmaul/ancients pure the best.

    Void/Zerker Pure

    There'southward very picayune difference between a voider and a berserker pure, so I lumped them together. The difference beingness that voiders usually have low melee stats (with at least 42 attack/strength/defence force/hp to wearable void) and very high range/magic for high hits + veng. Voiders don't have to do fremmy trials quest (unless veng) because they won't need the +3 strength bonus from berserker helm. Zerkers are usually melee based only can be range based with a melee combo.

    Pros:

    • Very constructive at pking starting at near 75-lxxx combat.
    • Very low gamble for voiders
    • Can withal do PvM (almost all of GWD, Zulrah, Mole, KBD, Wild bosses, KQ, Corp with a good team while using range, etc.)
    • High KO potential
    • Can admission many areas in the game (read: clue scroll requirements, training areas, quest points/experience rewards)
    • Fast training areas (chinning, NMZ with void, yaks)
    • Fairy rings
    • Cheaper than a pure in regards to slayer, bossing, etc.
    • IMO more fun than a pure. You feel less constrained to merely existence able to pk.
    • Can e'er transition into a tank/barrows pure/main
    Cons:
    • Takes a lot more than investment than a lower level pure. Requires questing, a lot more skilling, and a decent chunk of startup money (94 magic, KO weps, 80+ range) to match others at the same level
    • Still very costly to do things similar slayer and bossing. May accept to use prayer pots on slayer tasks, and will receive less kills on bosses per supplies used than mains/tanks.
    • College risk on expiry for zerkers
    • Takes a lot more than time to go all of the requirements
    • You volition cease upwards getting into higher combat levels, eventually meeting with seventy def prods and high def tanks
    Comparing to Other Builds:
    • Pures: Sub lxx combat, you're probably going to get your ass handed to you by a pure. They have much higher KO potential and volition hit pretty often even on your rune/void. This goes for all ane-20 def pures. Once y'all go to seventy+, and really 75-80+ you volition start to do a lot improve. 85+ and you lot volition have no problem with pures, simply may encounter the occasional main, tank or DHer in the wild.
    • Range Tanks: Sub seventy combat, you're pretty matched up. They will either take similar defense or very low ranged effectually that combat. Around lxxx-85+ they end up being a bit more of a problem, especially in tank gear. If wearing void, they resemble void pures a lot.
    • Depression level pking:
      • You will either exist a pure here, or won't exist pking hither. Those quests will level y'all way too fast, and take yous out of this gainsay level range.
    • Mid-level pking (thirty-70):
      • Not worth doing imo. Voiders mayhap, but pures really control this zone
    • High-level pking (71+):
      • Welcome to the wild. Now you lot have a chance to just impale people, use your veng and high hits to KO while using your defense gear to outlive pures. Voiders relish not having whatsoever chance.
    How to:
    As I've said, they're very similar with each other disregarding melee stats, 3 defense levels, and range level. Zerkers don't demand range (highly recommend though), and need to quest a bit more than. Towards higher levels, they tend to highly resemble each other in stats. With this build, start out as a 1 defence pure and follow that guide for questing.

    -Questing

    • 1 Def Pure questing & items (Expect in the above department)
    • Defense quests:
      • Dragon slayer, Monkey Madness, Heroes, Nature Spirit, Fremmy Trials
      • Holy Grail (OPTIONAL/RECOMMEND)
      • A Soul's Bane (OPTIONAL/RECOMMEND)
      • In Search/In Assist (OPTIONAL)
      • Betwixt a Stone (OPTIONAL)
    • Barrows Gloves (RFD + all subquests + 175 QP full):
      • Save for later doing all of the other required and recommended quests; you should be inside 50 QP to 175.
    • Travel and training quests:
      • Fairy tale Pt 1/offset Pt two, Lunar Dip, Elf story-line up to Mournings End Pt. 1, Cabin Fever, Shilo Hamlet, Start Legends Quest, Get-go Fremmy Isles
    • Magic:
      • Lunar Dip, Dream Mentor
    • Firecape: BIS Greatcoat. Much easier to get on this build, takes ~30mins-one.5hrs depending on setup and stats.
      • If I were you I would wait til ~xxx def, 43 prayer, threescore+hp and 70+ range to speed this up and brand it easier.
    • (IF ZERKER) Rune Defender: 130 combined total between attack and strength levels
    • (IF VOIDER) Void Range: 850 PC points
      • Recommend Mage captain too for Zulrah after on. If you're a zerker, this is still worth getting.
    • (OPTIONAL/RECOMMENDED) GE Tele:
      • Garden of Tranquil, Enlightened Journeying, A Soul's Bane, Varrock Med/Like shooting fish in a barrel Diary
    • (OPTIONAL/RECOMMENDED) Trunk: Barbian Set on minigame: 375 points per part + queen impale
    • (OPTIONAL/RECOMMENDED) 50 Con:
      • VERY USEFUL for slayer, teleporting, questing, bossing, rc-ing, clue scrolls, etc.; Costs ~1M and takes a couple of hours
    • (OPTIONAL/RECOMMENDED) 83 Con:
      • Just recommend this if y'all already planned on (or were because) the 50 con. 83 con offers access to occult altar, puddle, fairy band, spirit tree, and more. These are priceless for situations like killing zulrah or pking.
    • (OPTIONAL/HIGHLY-RECOMMENDED) MM2:
      • 69 slayer, 60 hunter, 70 arts and crafts, 55 agility, 55 thieving
      • Access to heavy ballista - useful for pking and bridding. Even useful at some PvM (vicious black dragons, bandos, some slayer, etc).
      • Cuts the price of chinning in half, too as multiplies the xp/hour by ~2, by offer a new chinning location. For comparison, grey chinning at MM1 spot with void and BIS gear at 70 def 85 range yields about 250k xp/hour and takes concentration in luring. With the same stats and equipment at MM2 spot, xp/60 minutes is near 550-600k/hr, costing around 3gp/xp (like cost to BP at NMZ) and requires no luring. I funded 85-99 ranged for less than 20M with MM2 spot (at a charge per unit of 550k-700k xp/hour)
    • (OPTIONAL/HIGHLY-RECOMMENDED) PvM non-combat stats and diaries:
      • These include 71 agility (70 for sara, 71 for zulrah shortcut), 70 strength (bandos), 72 slayer (wyverns), kourend favor (talisman for brutal blacks), multiple diaries (wilderness teleports, stamina regen, complimentary teleports, noted drops, etc - please google these) and more than. You have the stats to pvm efficiently, take advantage of it.
    • (OPTIONAL) Anchor:
      • Great Brain Robbery - Reqs 50 Pray so might likewise get Smite
    • (OPTIONAL) Ardy Cape two:
      • Easy & Mid Diary
    -Training Path:
    • Basically follow the 1 defence guide path, and incorporate these quests into it equally well. You don't need to focus on getting as many quest points through random quests in guild to get barrows gloves. Get your defense quests, magic quests, and training/travel quests out of the way and then focus on getting the final few QP.
    • If you followed the ane defense guide path (or non, won't matter in this situation for combat stats), focus on getting your defence force in. Exercise dragon slayer, and claim your monkey madness advantage ON STRENGTH & HP, not set on and defense. You will be 40 defense as a upshot of these two.
      • If y'all are a voider, exercise nature spirit and heroes, and then choose if you lot would like to get more defense XP through questing.
      • If you are a zerker, practice nature spirit, fremmy trials and heroes as well; I recommend doing Holy Grail too. Information technology isn't required, but gives you plenty of prayer experience that could get towards overheads, eagle eye or smite.
      • I also recommend doing A soul'southward bane for GE tele (varrock medium diary). Apart from that, y'all can choose between doing quests to supplement the remainder of your experience or just training the last few k to 42/45 defense.
    • At this point, you have your defense and your bones account build. From here you should focus on getting your equipment and extras! I ever showtime by skilling to get the requirements for magic quests. You lot're going to desire veng, which will require lunar diplomacy. That 61 mining is going to suck to go, but information technology is worth getting.
    • If you are a voider (or even if not), get get your void. 850 PC points takes ~13hours and is pretty monotonous but well worth it.
      • I highly recommend getting the extra 250 points for mage helm and then that you tin can do Zulrah later on. Void switch is much easier than mystic/dhide and zulrah makes dat geepee.
    • At present its fourth dimension to practise your travel/preparation quests. They're worth doing, and honestly I'd probably even do them earlier the others because it'll speed things up a bit. I put it here though because honestly they're optional. They'll come in handy if you exercise clue scrolls, bossing, and practise slayer a lot but typically you won't demand all of them. Doesn't hurt to do them though if you're getting barrows gloves right? which leads to..
    • Getting your BIS items.
      • Barrows gloves: Bang out the last few quests points and finish up the RFD quest. The final bosses aren't hard and resemble other quest bosses very much.
      • Defender: Shouldn't take long, but gather up the tokens and progress away.
      • Torso: Annoying to get but well worth the fourth dimension as information technology saves you 40k take a chance in the wild while giving strength bonus.
      • Firecape: A lot easier and worth getting at this phase.
    • From here yous're left to train. NMZ is fastest xp by far, just y'all actually take anywhere in the game to train at this point. You can exercise yaks, experiments, rock venereal, and other places. Take reward of quest feel rewards for grooming up depression level and slow stats.
      • You will also demand to become to 94 magic and you have a variety of options: Alch, splash, superheat, tele, burst, plank-brand, string jewelry, and and so on.
    • Your build is essentially finished. Pk away when y'all reach the stats y'all want. Veng isn't a requirement simply you'll be at a huge disadvantage at ~80+ combat without it.

    Range Tanks
    Prior to becoming a range tank, zerkers were past far my favorite build. Eventually I got bored of not being able to solo boss (y'all volition run into) and started over on a range tank - and accept since never looked back. If you desire to pk at low levels, don't choose this build. If you want to pk fast paced and have huge back to back combo specs based on ticking, probably go with some other build (at to the lowest degree for earlier levels). If yous love melee, look elsewhere. If y'all don't want to invest 10M+ in your training and stats before y'all're adept for pking, seriously stop reading now... But if you want common high hits while not having to worry about others doing the same to you lot, here y'all accept it. Love range? Want to effectively PvM and pk? You've found it. This is for those who want to pk, pvm, quest, literally play almost any part of the game and non need anyone else'south help for it.

    Pros:


    • Mini main that can pk (read: can access near all in-game content)
    • Admission to loftier defense gear (read: staying at bosses longer, less food, less need for prayer)
    • Very efficient at PvM against almost whatever boss monster
    • At higher combats, doesn't lose very often
    • Access to veng
    • Admission to rigour, piety and augury
    • These are actually REALLY good at staking. I know I said non to apply whatsoever of these builds for staking, but this isn't a bad 1 for no armor range fights if you know what you lot're doing.
    • Tin low-adventure fight with void
    • Preparation is fast. Melee caps at ~80k xp/hr without dharoks (sucks for you lot pures and zerkers), but since you focus on range and mage you'll have access to chinning (500k+ xp/60 minutes) and bursting (250k+ xp/hr).
    Cons:

    • Very limited KO options (Drag bolts, MSB Spec, Nighttime Bow & Ballista, DTA) - easy to counter dragon bolts so really only ~3-4
      • This tin change depending on your build. If you go the 60attack/88strength route, you have pretty skillful odds with dds, d claws, d mace, d sword, and g maul besides.
    • Expensive (ninety+ Range, 94+ mage)
      • Darts add up, bolts add upward, knives add upwards, chins at upwards, runes add up. Power-training either is expensive and not power-grooming either can be extremely deadening.
    • Takes time to build (depression/mid level tanks really aren't that good. Y'all won't exist bang-up until you've invested a lot into training and trained your stats into the upper 80s/lower 90s) and until that time, you're just an boilerplate starter main account
    • One time yous get loftier defense, there is no going dorsum without restarting on a new account. You can't decide to exist a zerker later on. Yous're left with either a DHer or a principal.
    • To fully take advantage of your defense, you will have to risk more or pay more (barrows adventure vs rigour cost)
    Comparison to Other Builds:
    • Pures: Sub 70 combat, you're probably going to get your ass handed to you by a pure. They have much higher KO potential and will hit pretty oft even through your armor. This goes for all i-20 def pures. Once yous get to 85+ they are less of a problem, and often times you will outlast them in a match without having to swallow much if at all.
    • Zerkers/Voiders: Sub 70 combat, you're pretty matched up. They will very like KO potential and won't cause much of a threat. Effectually 80-85+ they terminate up being a scrap more of a problem, although tank gear tin can take care of that. Usually around 85 combat, you finish upwardly matching upward (range level wise) with most voiders if you lot've stayed apprehensive with your melee stats.
    • Low level pking:
      • You will either be a pure here, or won't exist pking here. Those quests volition level you way too fast, and accept you out of this combat level range.
    • Mid-level pking (thirty-70):
      • Still not worth pking. You take chances too much and have too little winning potential.
    • Loftier-level pking (71+):
      • Have fun. Specifically 85+ and actually 90+ combat, you're destroying most of your opponents. If yous don't kill them, you end upward outlasting them (once you lot're at least lxx defense). Dh'ers aren't a trouble, and you'll hitting plenty through their defense. Voiders and pures are like candy at xc+ gainsay, and zerkers can concord their ain until about 95+.
    How to:
    Tanks are basically mains that stick to just maximizing defense force and range, while taking advantage of prayer and magic. They keep their combat level range based, thus allowing them to stay lower combat level than melee based accounts. As a maxed range tank yous want to focus on keeping your combined assault and strength equal to a maximum of 148; so never go past that if you want to stay range/def based for combat level. You can practice 74 attack and strength, 75 attack and 73 strength, threescore attack and 88 strength (my favorite) and so on but any yous cull you want to keep in line with what you plan on doing with the account. 75 attack opens upwards godswords, 70 attack barrows and whip; lower attack and higher force opens upwardly different KO options while in the wild. Although I similar lx attack and 88 strength the about for pking, I like to PvM a lot also. So I tend to do 75 assault 73 strength, for SGS and Guthans. Now with this 148 combined full, remember that this is to stay range/def based FOR A MAXED TANK. That means you don't want to get these to the 148 combined total at a depression gainsay level, or if you lot're not 99 def and 99 range (or 99 hp). If you're 70 defense force and 90 range, getting 75 attack and 73 strength as opposed to say threescore attack and lx forcefulness just gives you actress gainsay levels that you don't demand. And then I recommend keeping them as low as you're comfortable with until you lot max out defense, range and hp. Then get up to 148 total to take advantage of your full melee potential. Over 52-60 prayer isn't useful if you can't afford information technology (i.e. don't get 74 prayer if you don't have the 100m to fund rigour - it'due south but a waste product of gainsay levels). If you can afford it, and don't mind spending the money so definitely get it. Rigour + ballista hits above 70 consistently.

    -Questing

    • Zerker Questing (await at the above guide)
    • Barrows Gloves (RFD + all subquests + 175 QP full):
      • Save for later on doing all of the other required and recommended quests; you should be within l QP to 175.
    • Travel and grooming quests:
      • Fairy tale Pt 1/showtime Pt 2, Lunar Dip, Elf story-line upwards to Mournings End Pt. 1, Cabin Fever, Shilo Village, Starting time Legends Quest, Start Fremmy Isles
    • Magic:
      • Lunar Dip, Dream Mentor
    • Firecape: BIS Cape. Takes ~30mins-1.5hrs depending on setup
    • Dragon Defender: 130 combined total betwixt assail and force levels
    • Void Range & Mage: 850 PC points + 250 extra for mage helm
      • Recommend Mage helm for Zulrah afterwards on.
    • (OPTIONAL/RECOMMENDED) GE Tele:
      • Garden of Tranquil, Enlightened Journey, A Soul'due south Bane, Varrock Med/Easy Diary
    • (OPTIONAL/HIGHLY-RECOMMENDED) MM2:
      • 69 slayer, 60 hunter, 70 arts and crafts, 55 agility, 55 thieving
      • Access to heavy ballista - useful for pking and bridding. Even useful at some PvM (roughshod black dragons, bandos, some slayer, etc).
      • Cuts the price of chinning in half, every bit well equally multiplies the xp/hour by ~ii, by offering a new chinning location. For comparison, grey chinning at MM1 spot with void and BIS gear at 70 def 85 range yields well-nigh 250k xp/hr and takes concentration in luring. With the same stats and equipment at MM2 spot, xp/hour is about 550-600k/hr, costing effectually 3gp/xp (similar cost to BP at NMZ) and requires no luring. I funded 85-99 ranged for less than 20M with MM2 spot (at a rate of 550k-700k xp/hr)
    • (OPTIONAL/RECOMMENDED) fifty Con:
      • VERY USEFUL for slayer, teleporting, questing, bossing, rc-ing, clue scrolls, etc.; Costs ~1M and takes a couple of hours
    • (OPTIONAL/RECOMMENDED) 83 Con:
      • Only recommend this if you already planned on (or were considering) the 50 con. 83 con offers access to occult altar, pool, fairy band, spirit tree, and more. These are priceless for situations like killing zulrah or pking.
    • (OPTIONAL/HIGHLY-RECOMMENDED) PvM non-combat stats and diaries:
      • These include 71 agility (seventy for sara, 71 for zulrah shortcut), 70 strength (bandos), 72 slayer (wyverns), kourend favor (talisman for roughshod blacks), multiple diaries (wilderness teleports, stamina regen, free teleports, noted drops, etc - please google these) and more. You accept the stats to pvm efficiently, accept advantage of it.
    • (OPTIONAL) Ardy Cape 3:
      • Like shooting fish in a barrel, Mid, Difficult
    -Training Path:
    • Follow the zerker guide for this account build, ommitting the parts about training melee past 50 and getting any equipment that is melee based.
      • Information technology isn't necessary to quest for all of that if you don't want to, simply a tank is basically a primary that isn't melee based. Y'all still should take all of the questing, the need for barrows gloves, teles, etc.
    • Once you've followed the zerker guide, you should have everything you need in regards to equipment (too dragon defender). Now comes the slow part: training to a suitable level for pking.
      • During this time, you're going to probably think your account sucks whereas for other builds, you can see your account coming together early. You volition have stats like 50 atk 50 str 50 defense 60 range, and look like any other low leveled main. It takes time.
    • Begin training defense.
      • If you know you won't only be pking on your tank, go ahead and get your set on up to seventy for whip. This will make training your defense a lot more than endurable, and 42/45/50 defense to 70 should go pretty apace in NMZ.
      • Y'all tin can train your strength if you would like every bit well. I usually get 70/70/lxx here if I know I will exist doing PvM as well equally Pking.
    • Get-go preparation range. Get your range to at least 85. If you don't take 69 slayer just plan on doing MM2 then I recommend doing slayer with bp + cannon (averages ~ninety-110k xp/hour on tasks) with slay captain (i).
      • I highly recommend powertraining from 75 and on. Blowpipe at NMZ with void will be ~100k xp/60 minutes, chins effectually double of that for this level at MM1 spot, and over 4x the speed at MM2 spot. Yous tin can look upwards the cost for each methods, but I've found blowpipe to be an initial investment of 2.v-3.5gp/xp while using absorbs and ovls with void at NMZ (not including profits from ownership rewards). I say initial investment because once you get to 99, y'all can spend the next 3 months buying herb boxes and cease up profiting what you spent.
      • Chinning won't earn you any of that GP back merely it is tons faster, and isn't a bad option if y'all plan to campsite zulrah or another coin making method with your saved time. I've found that Zulrah makes bank then quickly that if you take the initial money to chin, its virtually always better to become this route. So yous don't have to worry about buying herb boxes, and yous end upwards making way more dorsum through Zulrah. Just to give y'all an thought, I camped Zulrah for iii-v hours a day for 3 days and went from 6M to 22M, not including equipment upgrades (prayer volume to upgraded ward, mystic boots to infinity, occult to occult/fury switch). Keep in heed that this was during a learning menstruation, so I died a lot trying to learn the rotations and nonetheless profitted. Also go along in mind that Zulrah is highly botted, so camping there for also long might exist a little risky.
      • If yous accept admission to mm2 chinning, don't even consider bp @ nmz unless you want to utilise a bot to practice information technology (because atm nosotros don't have a bot for chinning). MM2 chinning is roughly the same cost as bp @ nmz but well over 4-5x faster starting around level eighty (at ~95 range I was getting 650k xp/60 minutes with void, bp with mithril darts merely got me ~110k xp/hour). If you don't want to hand railroad train it, then botting nmz is withal an acceptable solution.
    • Take time to become veng. This was covered in the zerker section, merely if you skipped information technology, it volition definitely help you out.
    • Your build is substantially pk prepare, just not maxed. I've found that a 70 defense, 85 ranged build does fine in the wild with void. Getting to 90+ range was fifty-fifty better, and I've plant that 75 defence didn't help as much in the wild if I wasn't going to wear a DFS. Take of that what you wish.
    • Once y'all become to higher range levels, you can choose if you lot want to become higher defense or get melee upward a bit for PvM. Use a combat calculator to make sure that leveling set on/strength won't hurt you lot too much.
      • seventy defense ninety+ range 90+ mage does fine at well-nigh any boss with the right gear. Solo-ing will definitely require a scrap more defence depending on the dominate (mostly GWD), but 70 is fine for camping Zulrah, KBD or wildy bosses.
    • All washed. Utilise void, use tank gear, or whatever you choose. Pures have complained to me about hitting less often even while I've worn void before, but tank gear is definitely noticeable for all builds.

    And there you lot have it. Your 3 basic pking builds. Hopefully this guide was helpful in starting you off on your path to BH kills, emblems, and making dat geepee!

    (Please leave critiques. I want to help you guys as much every bit you tin help me. As well, didn't cover bridding in this postal service. If you lot would like a basic setup of how to brid, and how to make an account that is capable of bridding - let me know!)

  2. Actually not a bad guide!
  3. I dear how you compare them.
  4. Looking skilful tbh. WYD would be proud.
  5. Updated with the finished tank guide! Thanks for the feedback guys.
  6. damn there's a lot of info here, good work ^^
  7. Great guide. Missing the def pure though. I beloved it when a lv 33 wears a defence skill cape. Try hitting that with 40 atk lmao
  8. People gonna own u with magic tho.
  9. @Serene
    And then for the best range tank possible, you recommend 99 range/99 defense build? Or should I stay at like 70/80 range? Equally well, what do y'all think of the new prayer at lvl 74 pray, worth information technology? twenty%+ on ranged attack, 23% on damage, and 25% on defense.

    I am post-obit this, and I really bask it, so thanks for the post

  10. Aye I need to get back through the guide a fleck and amend some things.
    I wouldn't recommend getting 99 defence force immediately. I would pretty much continue information technology staggered until maxed range (for instance, 70 def/85 range - 75 def/90 range). Atm the tank I'chiliad working on is currently 75 def, 95 range, 94 mage and I won't be getting defense whatever higher until 99 range/mage.

    Every bit for rigour, if you tin can afford it then definitely get it. Information technology's really OP, honestly cleaved at this indicate. I've seen people hit 70s+ with ballista + rigour (with void, not including spec or veng). And so basically with rigour + ballista + dragon thrownaxes, you'd potentially be striking max hp. If you're worried virtually if rigour is worth it, youtube videos of rigour tanks pking with ballista. It's also 100m+ so if you tin't beget it, no worries. Eagle center does fine.

  11. Yea I can afford information technology :) It will probably be the last thing I practise and then, since I am botting all the stats and information technology would be a shame if I get it and then I get banned lol. Currently I am thinking the following stats, and perhaps increase on defense force depending on how useful it is afterwards 75, because it tin can take me past lvl 100, which substantially makes me fight more mains, instead of lvl one defence maxed pures., and so it might non exist worth information technology.

    60 att
    88 str
    75 def
    85 hp
    99 range
    94 mage
    74 prayer
    Combat: 97.35

  12. that works, + you lot have access to claws as a spec wep, but realize that you're giving up godswords/dh/barrows/sotd/arclight/etc by going sixty/88. Also y'all might wanna calc your hp to be a chip college than that. I'yard pretty sure going 99 range (or mage using gainsay spells) gets you to ~88/89 hp. I'm 95 range now and at 85hp, and I did all of my magic xp with non-combat spells and then I only gained hp from melee and ranged. If you're basing your gainsay on fighting i def pures, yous probably shouldn't. Most of your fights at that combat volition be against voiders, zerkers and 70 def.
  13. Well dragon claws is nice yea, but I only want to run a risk 1 detail, and that would probably be DFS. And so I would probably be wearing DFS + Void, or perchance something more defensive, I dont know. I approximate I could switch back and forth. But I could endeavor to do range guild to forbid getting HP with range training. its around 35k per hr? So I could practice range guild to lvl 75 range then hop to NMZ, not as well sure. Would you recommend the more HP for sacrifice combat levels? I am too planning to do staking equally you mentioned, so perchance the hp tin can assist me instead of the combat levels.
  14. Yeah I wouldn't worry also much well-nigh keeping lower hp. Information technology is worth the gainsay levels, it'southward much improve to have college hp to risk with than to take to spam consume every 2 secs because of depression hp. I did cannon to 50, msb(i) at nmz to 75, slayer to 85 then chinned at mm2 spot.
  15. Damn, NMZ so early 0.0 Im at 51 range at present, and then I guess I can caput over there ;P thanks
  16. All the work yous put into this... ;(
    I tin't even imagine. But squeamish guide, wish i hadn't ruined my account at the start.
  17. How did you ruin your account?
  18. Aye at fifty with msb(i) + rune arrows, its very similar xp to cannon but a lot cheaper (and at that place'due south bots to exercise it for ya). Bank check out my NMZ bot if you don't want to do it by hand.It tin can't be that ruined. You lot said you're even so setup to be a tank.
  19. What I am going to do is effort PC right now to get Void right at present asap, so I can train from the lowest level possible with void. after I get void, which should accept almost 14 hrs and requite me some range xp as well, I will get-go nmz with void and rune arrows ;)

Share This Page

goodelltonothormed.blogspot.com

Source: https://www.runemate.com/community/threads/pvp-guide-how-to-make-1-def-pure-void-pure-zerker-and-tank.6797/

0 Response to "Zerk Vs Baby Pure for Deep Wildy Osrs"

Postar um comentário

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel