Vet'ion/Strategies: Difference between revisions

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[[File:Fighting Vet'ion.png|thumb|300px|A group of players fighting Vet'ion.]]
[[File:Fighting Vet'ion.png|thumb|300px|A group of players fighting Vet'ion.]]
'''{{Colour|red|Warning}}:''' Like all [[Wilderness bosses]], [[Vet'ion]] resides in a [[multi-way]] area in moderately high-level [[Wilderness]]. You may be attacked at any time during the fight, and death is all but guaranteed in any deep wilderness [[multicombat area]]. '''Do not''' bring any items that you are not willing to lose. Items like the [[Dragon defender]] and [[Salve amulet(ei)|Salve amulet (ei)]] are '''permanently''' lost if not protected beyond level 20 Wilderness.
'''{{Colour|red|Warning}}:''' Like all [[Wilderness bosses]], [[Vet'ion]] resides in a [[multi-way]] area in moderately high-level Wilderness. You may be attacked at any time during the fight, and death is all but guaranteed in any deep wilderness multicombat area. '''Do not''' bring any items that you are not willing to lose.


==How to get there==
==How to get there==
[[Vet'ion]] resides in [[Vet'ion's Rest]], the entrance of which is located just north of the [[Bone Yard]].


Teleport to the Vet'ion from the [[File:Boss-Teleport.png|20px]] '''Boss teleport''' in the spellbook tab which will take you directly in front of the Vet'ion's Rest entrance.
To get there quickly, you can:

*Teleport to the [[Revenant Caves]] entrance with a [[Revenant cave teleport]], then run southeast.


==Suggested skills==
==Suggested skills==
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==Equipment==
==Equipment==
'''Always keep risk to a minimum in the Wilderness! -''' Whenever gearing, check your [[Items Kept on Death]] and enable "Wilderness beyond level 20" to make sure important items will not be lost.
'''Always keep risk to a minimum in the Wilderness! -''' Whenever gearing, check your [[Items Kept on Death]] and make sure important items will not be lost.

The most effective equipment listed below involves a great deal of [[Trouver parchment|Trouver parchments]] and raw risk, but '''MOST players will prefer a low-risk setup without parchment loss.''' Thanks to the powerful [[Salve amulet (e)|Salve (e)]] effect, as long as you bring a strong weapon and 2-3 other high-bonus items, your DPS will be very good with little risk. For a low-risk setup, a Neitiznot, myth cape, and d'hide/proselyte are perfect, risking less than one average boss kill's-worth. From there, Barrows gloves then Dragon boots make great upgrades to the Rune gloves and Climbing boots budget setup.

That being said however, due to the incredible passive effect of the [[Ursine chainmace|Ursine]]/[[Viggora's chainmace]] stacking multiplicatively with the Salve's bonus, every extra bit of strength and accuracy bonus from equipment will noticeably increase DPS, provided you are willing to risk more. For example, bringing even just one parched item, the Fighter torso (l) for +4 strength, can grant up to 3 additional max hits. These highly multiplied bonuses, coupled with the fact that it is possible to log out mid-fight here, make Vet'ion the most feasible and rewarding of all the wilderness bosses to bring additional risk to. To be totally clear, the '''expensive armour slots are only worth bringing IF players are confident in their ability to escape PKers'''.

Lastly, when figuring out your personal setup, keep in mind that some of these equipment recommendations, such as the [[Avernic defender]] and [[Infernal cape]], are meant to maximize [[Items Kept on Death|4-item protection]]. These can easily be downgraded if they would be risked, or if the player is not using [[PK Skull Prevention]]. Due to the hazard of being smited and having the [[Protect Item]] prayer disabled in combat, untradeable items locked with Trouver parchments are particularly effective as the 4th item kept on death, in order. Again, whenever in doubt, "Items kept on death" will show exactly how items are kept, degraded, or lost.


Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) [[Slayer task]] with a [[Slayer helmet]] will not provide as high of an offensive bonus as the Salve amulet (e) will, and is not free to reclaim like the amulet.
Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) [[Slayer task]] with a [[Slayer helmet]] will not provide as high of an offensive bonus as the Salve amulet (e) will, and is not free to reclaim like the amulet.
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{{Recommended equipment
{{Recommended equipment
| style = Melee
| style = Melee
| head1 = {{plink|Torva full helm}}
| head1 = {{plink|Statius's full helm (t5)}}
| head2 = {{plink|Torva full helm}}
| head2 = {{plink|Serpentine helm}}<ref name=risk>Not generally recommended, only if using a two-handed weapon, or willing to risk.</ref>
| head3 = {{plink|Helm of neitiznot}}
| head3 = {{plink|Neitiznot faceguard}}
| head4 = {{plink|Berserker helm}}
| head4 = {{plink|Supreme helm}}
| head5 = {{plink|Dwarven helmet}}
| head5 = {{plink|Serpentine helm}}
| neck1 = {{plink|Salve amulet (e)}}
| neck1 = {{plink|Amulet of blood fury}}
| neck2 = {{plink|Salve amulet}}
| neck2 = {{plink|Salve amulet (e)}}
| neck3 = {{plink|Amulet of strength}}
| neck3 = {{plink|Salve amulet}}
| neck4 = {{plink|Amulet of glory}}
| neck4 = {{plink|Amulet of strength}}
| neck5 = {{plink|Amulet of power}}
| neck5 = {{plink|Amulet of glory}}
| body1 = {{plink|Vesta's chainbody (t5)}}
| body1 = {{plink|Fighter torso}}<ref name=Avernic>If risked, lock with a [[trouver parchment]], protecting it for one death but adding ~1m risk.</ref>
| body2 = {{plink|Vesta's chainbody (t4)}}
| body2 = {{plink|Mixed hide top}}<ref name=Max> Worse than other options if it doesn't gain you a max hit</ref>
| body3 = {{plink|Black d'hide body}}
| body3 = {{plink|Vesta's chainbody (t3)}}
| body4 = {{plink|Proselyte hauberk}}
| body4 = {{plink|Statius's platebody (t5)}}
| body5 = {{plink|Monk's robe top}}
| body5 = {{plink|Statius's platebody (t4)}}
| legs1 = {{plink|Torva platelegs}}
| legs1 = {{plink|Vesta's plateskirt (t5)}}
| legs2 = {{plink|Inquisitor's plateskirt}}
| legs2 = {{plink|Vesta's plateskirt (t4)}}
| legs3 = {{plink|Black d'hide chaps}}
| legs3 = {{plink|Statius's platelegs (t5)}}
| legs4 = {{plink|Proselyte cuisse}} / {{plink|Proselyte tasset}}
| legs4 = {{plink|Statius's platelegs (t4)}}
| legs5 = {{plink|Monk's robe}}
| legs5 = {{plink|Vesta's plateskirt (t3)}}
| ammo1 = {{plink|Rada's blessing 4}}
| ammo1 = {{plink|Rada's blessing 4}}
| ammo2 = {{plink|Rada's blessing 3|txt=Rada's blessing 3/2}} / {{plink|God blessing|pic=Peaceful blessing}}
| ammo2 = {{plink|Rada's blessing 3|txt=Rada's blessing 3/2}} / {{plink|God blessing|pic=Peaceful blessing}}
| feet5 = {{plink|Fremennik sea boots 4}}
| feet5 = {{plink|Climbing boots}}
| ring1 = {{plink|Ultor ring}}
| ring1 = {{plink|Commander ring (i)}}
| ring2 = {{plink|Berserker ring (i)}}
| ring2 = {{plink|Commander ring}}
| ring3 = {{plink|Ring of shadows}}
| ring3 = {{plink|Tyrannical ring (i)}}
| ring4 = {{plink|Tyrannical ring}}
| ring4 = {{plink|Ring of wealth (i)}}<ref name=roi>Can be brought alongside ultor/berserker and equipped before Vet'ion's death animation finishes, and replaces any other lvl 30 teleport.</ref>
| ring5 = {{plink|Explorer's ring 4}}
| ring5 = {{plink|Ring of wealth (i)}}
| special1 = {{plink|Dragon warhammer (+)}}
| special1 = {{plink|Elder maul}}<ref name=defred>Not generally recommended due to downgrading another protected item, but can be effective in a team or if using a less powerful mainhand weapon.</ref>
| special2 = {{plink|Dragon mace}}
| special2 = {{plink|Bandos godsword}}
| special3 = {{plink|Barrelchest anchor}}
| special3 = {{plink|Elder maul}}
| smw = y
| smw = y
| cape1 = {{plink|Prestige Master cape}}
| cape1 = {{plink|Infernal cape}}<ref name=Avernic>If risked, lock with a [[trouver parchment]], protecting it for one death but adding ~1m risk.</ref> / {{plink|Fire cape}}<ref name=Avernic>If risked, lock with a [[trouver parchment]], protecting it for one death but adding ~1m risk.</ref>
| cape2 = {{plink|Mythical cape}}
| cape2 = {{plink|Prestiger cape}}
| cape3 = {{plink|Mixed hide cape}}
| cape3 = {{plink|Infernal cape}}
| cape4 = {{plink|Cape of Accomplishment|pic=Strength cape(t)}}
| cape4 = {{plink|Strength mastery cape}}
| cape5 = {{plink|Ardougne cloak 4}}
| cape5 = {{plink|Infernal max cape}}
| hands1 = {{plink|Ferocious gloves}}<ref name=risk>Not generally recommended, only if using a two-handed weapon, or willing to risk.</ref>
| hands1 = {{plink|Supreme gloves}}
| hands2 = {{plink|Barrows gloves}}
| hands2 = {{plink|Ferocious gloves}}
| hands3 = {{plink|Rune gloves}}
| hands3 = {{plink|Barrows gloves}}
| hands4 = {{plink|Combat bracelet}}
| hands4 = {{plink|Rune gloves}}
| feet1 = {{plink|Dragon boots}}
| feet1 = {{plink|New Balance boots}}
| feet2 = {{plink|Rune boots}}
| feet2 = {{plink|Primordial boots}}
| feet3 = {{plink|Mixed hide boots}}
| feet3 = {{plink|Dragon boots}}
| feet4 = {{plink|Climbing boots}}
| feet4 = {{plink|Rune boots}}
| shield1 = {{plink|Avernic defender}}<ref name=Avernic>If risked, lock with a [[trouver parchment]], protecting it for one death but adding ~1m risk.</ref>
| shield1 = {{plink|Avernic defender}}
| shield2 = {{plink|Dragon defender}}<ref name=Avernic>If risked, lock with a [[trouver parchment]], protecting it for one death but adding ~1m risk.</ref>
| shield2 = {{plink|Dragon defender}}
| shield3 = {{plink|Dragonfire shield}}
| shield3 = {{plink|Dragonfire shield}}
| shield4 = {{plink|Rune defender}} / {{plink|Toktz-ket-xil}}
| shield4 = {{plink|Rune defender}} / {{plink|Toktz-ket-xil}}
Line 84: Line 75:
| weapon1 = {{plink|Ursine chainmace}} / {{plink|Viggora's chainmace}}
| weapon1 = {{plink|Ursine chainmace}} / {{plink|Viggora's chainmace}}
| weapon2 = {{plink|Inquisitor's mace}}
| weapon2 = {{plink|Inquisitor's mace}}
| weapon3 = {{plink|Abyssal bludgeon}} / {{plink|Zamorakian hasta}} (crush) / {{plink|Zombie axe}} (crush) / {{plink|Soulreaper axe}} (crush)
| weapon3 = {{plink|Abyssal bludgeon}}
| weapon4 = {{plink|Sarachnis cudgel}} / {{plink|Elder maul}} / {{plink|Dual macuahuitl}}
| weapon4 = {{plink|Elder maul}}
| weapon5 = {{plink|Leaf-bladed battleaxe}} (crush) / {{plink|Dragon mace}}
| weapon5 = {{plink|Leaf-bladed battleaxe}} (crush) / {{plink|Dragon mace}}
| weapon6 =
| weapon6 =

Revision as of 09:38, 22 October 2024

A group of players fighting Vet'ion.

Warning: Like all Wilderness bosses, Vet'ion resides in a multi-way area in moderately high-level Wilderness. You may be attacked at any time during the fight, and death is all but guaranteed in any deep wilderness multicombat area. Do not bring any items that you are not willing to lose.

How to get there

Teleport to the Vet'ion from the Boss teleport in the spellbook tab which will take you directly in front of the Vet'ion's Rest entrance.

Suggested skills

  • Combat level 70+ (85+ Recommended)
  • Hitpoints 75+ (85+ Recommended)
  • Strength 80+ (90+ Recommended)
  • Attack 75+ (85+ Recommended)
  • Defence 70+ (75+ Recommended)
  • Prayer 70+ (for Piety)
  • Magic 94+

Equipment

Always keep risk to a minimum in the Wilderness! - Whenever gearing, check your Items Kept on Death and make sure important items will not be lost.

Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) Slayer task with a Slayer helmet will not provide as high of an offensive bonus as the Salve amulet (e) will, and is not free to reclaim like the amulet.

Inventory

As Vet'ion is possible to defeat without taking any damage, supplies are mostly tailored to surviving PKers, while maintaining high DPS and possibly absorbing damage taken by accident. When deciding what supplies to bring, keep in mind that Vet'ion frequently drops large quantities of un-noted blighted food or potions that replace supplies used during the fight.

File:Bones to peaches (tablet).png

For more advanced setups, if players are confident in their ability to tank PKers to safety and are comfortable risking more and/or staying longer, an inventory could look more like the second example. None of these are required for the boss fight and may add some risk, but can be worthwhile additions for players barely failing to escape.

Attacks and abilities

Vet'ion has several attacks and abilities:

  • Magic attack: Bolts of lightning strike various tiles across the arena, much like the Grotesque Guardians' lightning attack. Each lightning bolt deals damage in a 3x3 area, but any tile that is about to be struck glows, giving players the chance to dodge the attack. When soloing, one bolt will always target the player's tile or an adjacent tile, while four more will target random tiles around the arena. In groups, one bolt will appear for every player in the chamber, capped at seven.
  • Hellhounds: Upon reaching half health, Vet'ion will summon two skeletal hellhounds to attack players. They will provide him with complete damage immunity while present. He will do the same again in his enraged form.
  • Shield Bash: Vet'ion will raise his shield to bash an area in front of and underneath him; shadows will appear forewarning the AoE of the attack. If the player doesn't move out of range, they'll take up to 35 damage and be unable to attack for the next 4.8 seconds. This attack is only used when in melee distance.
  • Enraged Form: Upon losing all health in his first form, Vet'ion will summon orange lightning bolts (which share his standard lightning bolts' 3x3 area damage) in a circle around him and restore his health to full. In his second form the hellhound mechanic is repeated again, but he will die after losing all of his health in this form.

Strategies

All of Vet'ion's attacks are AoE, meaning that if the player avoids them, they can essentially take no damage from his attacks. Vet'ion will yell quotes whenever he attacks as a fairly easy and simple way to dodge the attacks. The shield bash is the only major concern due to its larger AoE, but is still otherwise easy to dodge since it is only used in melee distance.

When Vet'ion reaches 50% of his health, he will summon skeletal hellhounds to assist him in battle. The hellhounds will channel immunity to Vet'ion until they are killed. While they deal powerful melee hits, they are not durable, with both the normal and greater versions only having 30 health. Vet'ion will yell a quote pertaining to their demise as an indicator that the immunity has been lifted.

When Vet'ion reaches 0 health in his standard form, he will charge up lightning around him as he yells that the player defeat him a second time. The player(s) can simply stand underneath him to avoid the reach of the lightning as normal. Vet'ion will restore his health to full and increase his max hit and attack speed, and any drained Defence levels will be restored.

Vet'ion will move towards a player between attacks, so in solo encounters the player can manipulate him into walking towards the exit to his arena and keeping him there for the majority of the time. This is useful for small teams and solo players not relying on a "scout" outside the entrance to his tomb, as it ensures a fast escape, as getting frozen in the middle of the room will likely result in certain death from both player killers and Vet'ion's attacks. It is still recommended to leave a secondary account if possible outside, as players cannot hop inside the tomb; doing so will eject them to one of the three random exits of the Escape Caves instead, and leaving one outside can sometimes cause other players to ignore whoever is inside.

Unlike his lesser counterpart Calvar'ion, Vet'ion resides in a Multicombat area and in level 35 Wilderness, so teleports cannot be used to directly escape player killers. The only chance a player has to escape is by running out the exit, which will take them into the Escape Caves where they must navigate their way to an exit. The Escape Caves are full of aggressive monsters, such as Grizzly bears and poison spiders, so antipoison is recommended.

In the event you are targeted by player killers and are leaving via the escape caves, the fastest exit to level 30 Wilderness for a teleport is the southern exit from the caves. However, the north-eastern exit is much safer, as teams may wait at the southern entrance to attack players; the north-eastern exit is also near a single-way combat zone to lessen threat.