Cringe custom pets before Huey, very cool!
- Moron likes this
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Posted by
I don't think its necessary to further buff the number of uses per contract now that dossiers are providing the proper amount of radiant contracts. I think a good compromise would be to have the demons in the Chasm of Fire also drop multiple contracts. This removes the RNG element of having to roll a dossier from Yama, along with it being a specific contract if you only need one specific type to finish the Purifying sigil. This would also be a decent AFK money maker for players that wish to sell desired contracts.
Posted by
Yama
I. Information
II. Combat Info and Stats Mage: Mage: Mage: Mage: Mage: Mage: Note: Cast Dark Demonbane (Arceuus spellbook) unless using Tumeken's shadow. DPS: Restoration: Note: This can be used on the Judge of Yama as it guarantees a max hit. Mage: Mage:
Combat Level: 1238
Max Hit: 46 (Auto-attacks), 121 (Meteor Strike), 80 (Shadow Stomp)
Weakness: Demonbane, Slash
Attack Style(s): Melee (Slash), Ranged, Magic
Attack Speed: Phase 1 & 2: 8 ticks (4.8 seconds), Phase 3: 7 ticks (4.2 seconds)
III. Gear Hierarchy and Inventory Setups
Gear Hierarchy
Helm Slot:
Melee:
Torva full helm >
Oathplate helm >
Neitiznot faceguard >
Serpentine helm >
Helm of neitiznot
Ancestral hat >
Virtus mask >
Ahrim's hood or
Blue moon hood
Necklace Slot:
Melee:
Amulet of rancour >
Amulet of torture >
Amulet of blood fury >
Amulet of fury
Occult necklace >
Amulet of fury
Cape Slot:
Melee:
Completionist cape/Monkey >
Infernal cape >
Fire cape >
Mythical cape
Completionist cape/Monkey >
Imbued god cape
Chest Slot:
Melee:
Oathplate chest >
Torva platebody >
Bandos chestplate >
Blood moon chestplate >
Fighter torso
Ancestral robe top >
Virtus robe top >
Ahrim's robetop or
Blue moon chestplate
Leg Slot:
Melee:
Oathplate legs >
Torva platelegs >
Bandos tassets >
Blood moon tassets
Ancestral robe bottom >
Virtus robe bottom >
Ahrim's robeskirt or
Blue moon tassets
Weapon Slot:
Melee:
Scythe of vitur >
Emberlight >
Arclight >
Blade of saeldor >
Noxious halberd >
Abyssal tentacle
Tumeken's shadow >
Purging staff >
Kodai wand >
Toxic staff of the dead >
Staff of the dead
Special Attack Weapon(s):
Defense Reduction:
Elder maul >
Dragon warhammer
Soulflame horn - Use in duos or dolos to guarantee a successful next melee hit.
Burning claws >
Dragon claws
Saradomin godsword
Shield Slot:
Melee:
Avernic defender >
Dragon defender
Mage:
Elidinis' ward (f) >
Elidinis' ward >
Mage's book or Malediction ward
Ammo Slot:
Rada's blessing 4 or 3 >
God blessing
Glove Slot:
Melee:
Ferocious gloves >
Barrows gloves
Mage:
Tormented bracelet >
Barrows gloves
Boot Slot:
Melee:
Primordial boots >
Dragon boots >
Aranea boots
Eternal boots >
Aranea boots
Ring Slot:
Melee:
Ultor ring >
Bellator ring >
Berserker ring (i) >
Ring of suffering (i)
Magus ring >
Lightbearer
Needed: Example Setups: Max Duo Setup Example: Budget Duo Setup Example: Max Solo Setup Example: Budget Solo Setup: Inventory Setups
Inventories will vary depending on whether the fight is solo or duo, and the gear and supplies available to you.
Saturated heart if using Tumeken's shadow
Rune Pouch to hold runes for Dark Demonbane, Thralls, Death Charge, Mark of Darkness and Ward of Arceuus.
Defense reduction items
Additional gear & weapon switches for the Judge of Yama and Void flares
Divine or regular Super combat potions
Surge potions to provide additional special attack energy every 5 minutes
Sanfew serums/Super restores
Anti-poison/Anti-venom if not using Sanfew serums
Hard food
IV. Getting There
You can get to Yama via the Chasm of Fire teleport at the Teleport Wizard, then use the chain to navigate to the bottom floor. Alternatively, you can use a chasm teleport scroll.
V. Fight Overview Yama's basic attacks cover all three combat styles, all of which can hit up to 46 without prayer. Shadow Waves: Waves of shadowy flames will spawn from the south-east or south-west and move across the entire arena, which the player must "skip" over to avoid taking up to 20 damage and having their protection prayers disabled briefly, leaving them open to Yama's attacks. Fire Streaks: Fires are ignited at the east and west edges of the arena before moving across the entire arena at running speed. If stricken, the player will take damage and be seared to the ground, temporarily binding them in place and potentially unable to move towards a Glyph to negate Yama's special attacks. Void Flares: Yama will summon a fire and shadow void flare in the arena. These orbs must be destroyed before the yellow bar fills up (in roughly 10 seconds) or they will explode. The amount of damage dealt, along with health restored to Yama, scales on their remaining health at the time of explosion. Phase 1 Judge of Yama Upon reaching roughly 66.6% and 33.3% of his health (not a hard cap), the first and second phases of the fight ends and an intermission phase will occur. Yama will teleport the players to pathways on the outside of the arena. Players are fully immune to any incoming attacks during the teleport, and any void flares that were present when this occurs are immediately destroyed without penalty. The first player (instance creator) will always be placed west, while the second player will always be placed east. Phase 2 Judge of Yama Identical to the first Judge of Yama, reach and defeat it, then you'll be teleported back to the main arena for the final phase. Phase 3 Yama will still use his standard attack while the fireballs drop, so pray accordingly. Yama's first attack will depend on which glyphs were closest to the throne in the previous 2 phases and alternate every attack going forward.
General
VI. Contracts
Yama can be offered contracts to drastically alter the fight. Acquisition contracts can only be acquired from a dossier, which Yama drops. The combat contracts for the purifying sigil can be acquired from both this dossier and via killing Yama's demons in the Chasm of Fire. Similar in function to awakener's orbs, these contracts are tradeable and are consumed upon attempting the fight. Some contracts are returned on successful completion of the fight. Attacking any demon in the Chasm of Fire will cause a Green, Blue, Yellow, Red, or Purple sigil to appear over their head, indicating the preferred method Yama wants them to die. Satisfying this request, by using a specific weapon type for the killing blow, will double the drop chance of the contract associated with that weapon. Satisfying the yellow sigil via a special attack boosts the drop rate by 5x instead.
Posted by
No support.
Halberds currently work as they are intended to work. When using a 2 tile attack range melee weapon your distance from the NPC, and whether or not your character is running will determine whether you path next to an NPC or 1 tile away from it. With run enabled you will move two tiles per tick meaning odd tile distances path you next to an NPC and even distances will path you a tile away, provided the NPC has not moved since you began the action to attack. Seems more like a skill issue and lack of understanding of how these weapons work.
Posted by
Posted by
Nice personal attack, I wonder why you're not welcome to dissenting opinions from your own. The overwhelming majority of support on this thread illustrates a need for this.
Again "just get good" is not an argument when there's nobody running ToB 90% of the time. Why shouldnt high level players just enjoy hardmode and let newer, lesser skilled players have fun in NM with 1 or 2 of their friends instead of needing to find 3 or 4?
It's not just a lack of drive, it's demotivation from the fact that you have to keep 3+ people online for long periods of time often times with repeated wipes as you're learning. Not everyone is inside of a CC, not everyone has high level friends willing to take them.
I understand it can be hard for you and other high level players to emphasize with the perspective of a new player but if alora is meant to grow new players and those not in the high level community should have their opinions heard as they are here in this thread.
ToB is not the hardest content in the game, 500+ invo ToA, inferno, and soon DS2 awakened variants are.
Gnomonkeys is also my favorite streamer so at least we have that in common
Posted by
10000% support on this. ToB has been dead content for a long time and the idea that players should just "get better" isn't really helpful when the opportunity for learning isn't the same as it was in the past. Nowadays if someone wants to learn there is nearly 0 chance of finding a team even at peak times, on bonuses the players who do ToB are less likely to take learners as well.
I think lowering not necessarily the raid difficulty overall but scaling - would help achieve this. (I would also support making the raid easier though, that's a different topic). This coming from a Comp'd GIM whos only remaining (reasonable) end game grind is ToB.
I'd also like to take a second to acknowledge that there seems to be an organized effort to vote down this suggestion even though the majority of the community seems to support it.
Some of those who do in fact own/are a part of an organized group that SELLS access to both ToB runs, achievements, AND learning. Wouldn't they have a vested interest in this not passing as they operate an in-game business that benefits from restricted access to ToB?
Posted by
No support.
There's nothing wrong with the current scaling of TOB. After the nerf to Verzik's attacks you use next to no supplies throughout the entire raid in normal mode. The healing from a blood fury can completely negate the damage Verzik inflicts through prayer.
If it's "too rough" for you then you are doing something wrong and nerfing hitpoints isn't the solution to that. The tweak to HP isn't going to be the reason a duo completes or fails a raid, learning mechanics and playing strategically will.
Claiming TOB is too difficult without 100% BIS weapons isn't remotely truthful. The Duo GM speed time is completable without scythe or twisted bow.
And like Neuro mentioned, continuously nerfing the raid isn't going to result in more people duoing or soloing TOB.
Posted by
No support.
There's enough clutter going on with icons as it is.
(Donator icons, game modes, clan ranks, member icons and staff icons)
The visible rank in yell and on the forums is more than enough.
At the very least make them toggleable, like donator icons, so you're not forced to see them.
Posted by
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Posted by
Dang, you sure put in a lot of time at Muspah so this is spot on.
Quick question, are those tile markers the same as the tile marker pack that some may have in RuneLite? (Muspah safespot in tile packs)
The safespot tile in Tile Packs is the same as one of the markers. The others outline the center of the room where Muspah teleports to for the shockwave attack & Shield Phase. I find them helpful for purposely planting spikes that I can use later to avoid the shockwave attack.
Posted by
Phantom Muspah Guide
I. Information Special Attacks Homing Spikes: Range Phase Melee Phase Shield Phase Smite Skip Post-Shield Phase
The Phantom Muspah is a solo boss that can be fought in the Ghorrock Dungeon. It is the leftover energy of the Strange Creature that manifested after the events of Secrets of the North. The most notable items that come from Muspah are Venator shards to make the Venator bow, and Ancient essence to make the Saturated heart.
All forms of the Phantom Muspah have 33% freeze resistance, meaning it will only stay frozen for 66% of the base freeze duration of ice spells.
Dying to the Phantom Muspah is a dangerous death for HCIM and GHCIM. If players die against the Muspah, they will respawn outside the boss room with all their items. When the Muspah is defeated, it will respawn after 30 seconds.
II. Combat Stats
Combat Level: 741
HP: 850
Shield Phase: 75
Max Hits:
Range Phase: 61 (Ranged), 72 (Magic)
Melee Phase: 34 (Stab)
Shield Phase: 72 (Ranged), 79 (Magic), 80 (Shockwave)
Post-Shield Phase: 72 (Ranged), 79 (Magic)
Attack Speeds:
Range Phase: 6 ticks (3.6 seconds)
Melee Phase: 5 ticks (3 seconds)
Shield Phase: 5 ticks (3 seconds)
Post-Shield Phase: 5 ticks (3 seconds)
III. Gear Hierarchy & Inventory Setups
Gear Hierarchy
Helm Slot:
Ranged:
Slayer helmet >
Masori mask >
Void ranger helm >
Armadyl helmet >
Crystal helm
Magic:
Slayer helmet >
Ancestral hat >
Ahrim's hood
Necklace Slot:
Ranged:
Necklace of anguish >
Amulet of fury
Magic:
Occult necklace >
Amulet of fury
Cape Slot:
Ranged:
Completionist cape/monkey >
Ava's assembler
Magic:
Completionist cape/monkey >
Imbued god cape
Chest Slot:
Ranged:
Masori body >
Elite void top >
Armadyl chestplate >
Crystal body >
D'hide body
Magic:
Ancestral robe top >
Ahrim's robe top >
Dagon'hai robe top
Leg Slot:
Ranged:
Masori chaps >
Elite void robe >
Armadyl chainskirt >
Crystal chaps >
D'hide chaps
Magic:
Ancestral robe bottom >
Ahrim's robeskirt >
Dagon'hai robe bottom
Weapon Slot:
Ranged:
Twisted bow >
Bow of faerdhinen>
Zaryte crossbow >
Armadyl crossbow/DHCB
Magic:
Tumeken's shadow >
Harmonised NM Staff >
Sanguinesti Staff >
Trident of the swamp
Special Attack Weapon(s):
Zaryte crossbow >
Armadyl crossbow >
Toxic blowpipe
Shield Slot:
Ranged:
Twisted buckler >
Odium Ward >
Book of law
Magic:
Elidnis ward (f) >
Elidinis ward >
Tome of fire (if using Harm staff)
Ammo Slot:
Ruby dragon bolts (e) >
Ruby bolts (e)
Sapphire dragon bolts (e) >
Sapphire bolts (e)
Dragon arrows >
Amethyst arrows
Glove Slot:
Ranged:
Zaryte vambraces >
Barrows gloves
Magic:
Tormented bracelet >
Barrows gloves
Boot Slot:
Ranged:
Pegasian boots >
D'hide boots
Magic:
Eternal boots >
Infinity boots
Ring Slot:
Lightbearer >
Ring of suffering (i) >
Brimstone ring
Inventory Setups
Combo Food
Super Restores/Prayer Potions
Ranging Potions
Sapphire bolts for Shield Phase
Imbued/Saturated Heart
Rune Pouch - Bring runes for Thralls, Corruption & Death Charge (Fire, Cosmic, Blood, Death, Soul) or runes for Ice Barrage (Water, Death, Blood)
Max Setup Example: Arceuus (Blood, Fire, Cosmic, Soul, Death)
Mid-tier Setup Example: Arceuus (Blood, Fire, Cosmic, Soul)
Budget Setup Example: Ancient (Water, Blood, Death)
IV. Getting There
Phantom Muspah can be reached via its boss teleport at the Teleport Wizard.
V. Fight Mechanics & Overview
General Information
Lightning Clouds:
Phantom Muspah's Ranged form will primarily attack with ranged. Protect from Missiles will greatly reduce incoming damage.
Occasionally, it will charge up for a magic attack, and launch a magical blast at the player. When this animation starts use Protect from Magic to completely block the attack. If players fail to activate Protect from Magic in time, the magical blast will deal heavy damage over 60.
Phantom Muspah's Melee form will only attack with melee. Protect from Melee will greatly reduce incoming damage.
Phantom Muspah's Shield form is a reinforced range form and will use ranged and magic attacks.
Once the shield is depleted, Muspah will return to its ranged form. Again, using ranged and magic attacks.
VI. Tile Markers
Tile markers for the Lightning Cloud safe spot tile and center tiles of the room that Muspah teleports to for the Shield phase and shockwave attack. You can intentionally put spikes here during the fight, so you have safe tiles for the shockwave.
Copy these and right-click the globe near your minimap, you should have an import option if you have the Ground Markers plugin enabled.
[{"regionId":11330,"regionX":28,"regionY":29,"z":0,"color":"#FFFFFF00"},{"regionId":11330,"regionX":33,"regionY":36,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":31,"regionY":36,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":29,"regionY":36,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":29,"regionY":34,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":33,"regionY":34,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":31,"regionY":32,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":29,"regionY":32,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":33,"regionY":32,"z":0,"color":"#41808080"},{"regionId":11330,"regionX":39,"regionY":34,"z":0,"color":"#41808080"}]
Example Kills: