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.]] |
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'''{{Colour|red|Warning}}:''' Like all |
'''{{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. |
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Players can follow this [https://www.youtube.com/watch?v=ygU2Shnt97k |
Players can follow this [https://www.youtube.com/watch?v=ygU2Shnt97k '''<u>Vet'ion/Calvar'ion</u>'''] video guide for reference if they were to be a visual learner. |
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==How to get there== |
==How to get there== |
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*{{SCP|Attack|75+}} (85+ Recommended) |
*{{SCP|Attack|75+}} (85+ Recommended) |
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*{{SCP|Defence|70+}} (75+ Recommended) |
*{{SCP|Defence|70+}} (75+ Recommended) |
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*{{SCP|Prayer|70+}} (for |
*{{SCP|Prayer|70+}} (for Piety) |
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*{{SCP|Magic|94+}} |
*{{SCP|Magic|94+}} |
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==Equipment== |
==Equipment== |
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'''Always keep risk to a minimum in the Wilderness! -''' Whenever gearing, check your |
'''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. |
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Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) |
Note: Due to the Salve bonus not stacking, fighting on a skeleton (or hellhound!) Slayer task with a Slayer helmet/Supreme helm will not provide as high of an offensive bonus as the Salve amulet (e) will. |
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{{Recommended equipment |
{{Recommended equipment |
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* Rest food — [[Anglerfish]] or Dark crabs |
* Rest food — [[Anglerfish]] or Dark crabs |
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* [[Looting bag]] |
* [[Looting bag]] |
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''This is just an example inventory, it may change on a player to player basis depending on comfortability.'' |
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==Attacks and abilities== |
==Attacks and abilities== |
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[[Vet'ion]] has several attacks and abilities: |
[[Vet'ion]] has several attacks and abilities: |
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* |
*Magic attack: Bolts of lightning strike various tiles across the arena. 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. |
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*Hellhounds: Upon reaching half health, Vet'ion will summon two [[Skeleton Hellhound (Vet'ion)|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. |
*Hellhounds: Upon reaching half health, Vet'ion will summon two [[Skeleton Hellhound (Vet'ion)|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. |
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*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. |
*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. |
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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. |
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. |
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Unlike his lesser counterpart [[Calvar'ion]], Vet'ion resides in a |
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 bear]]s and [[poison spider]]s, so antipoison is recommended. |
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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. |
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. |
Latest revision as of 21:06, 22 October 2024
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.
Players can follow this Vet'ion/Calvar'ion video guide for reference if they were to be a visual learner.
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
- 70+ (85+ Recommended)
- 75+ (85+ Recommended)
- 80+ (90+ Recommended)
- 75+ (85+ Recommended)
- 70+ (75+ Recommended)
- 70+ (for Piety)
- 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/Supreme helm will not provide as high of an offensive bonus as the Salve amulet (e) will.
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 food or potions that replace supplies used during the fight.
- Royal seed pod or any other level 30 Wilderness teleport
- Ominous heart
- Saradomin brews and Super restores
- Rest food — Anglerfish or Dark crabs
- Looting bag
This is just an example inventory, it may change on a player to player basis depending on comfortability.
Attacks and abilities
Vet'ion has several attacks and abilities:
- Magic attack: Bolts of lightning strike various tiles across the arena. 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.