Smegley
Master Donator
Raids Guide
What is raids?
Raids is a solo/ group piece of content that pits you up against some of the games toughest bossing challenges for high rewards.
There is NO loss of items on death. It is a safe minigame!!
Why raid?
Raids, aka Chambers of Xeric, aka CoX, is a challenging, fun and rewarding piece of content with some unique rewards.
It is not only fun to do solo, but you can team up with other players to tackle it, leading to better potential rewards and exciting team fighting mechanics.
Rewards?
The full reward system has NOT been fully released yet, however, a points system is in place which correlates to rewards, i.e. the more points at the end of the raid, the more chance you have of obtaining a unique reward.
Killing monsters, damaging room bosses and defeating puzzles all leads to points.
Generally, around 8000 points will equate to about a 1% chance of hitting the unique drop table.
You could expect a typical solo run to end with around 30,000 to 40,000 points assuming you do not die, giving you a 3-4% chance of hitting the unique drop table.
Group raids can be considerably more.
Dyeing will lead to a loss of around HALF of your points, therefore it is recommended to try not to die at all costs (but don't sabotage team mates to survive).
The unique reward table can be found below:
Requirements:
Minimum Stats:
- 90+ Attack
- 90+ Strength
- 90+ Defence
- 90+ Ranged
- 90+ Mage
- 70+ Prayer
*Note, for faster raids and for solo's, you will want to MAX all of these stats to be as efficient as possible.
Items:
Welfare gear:
*Note, this is and should be the minimum gear that you bring to raids. You can solo it with this gear, however, the raid times will be considerably longer.
The key items in this set up to ensure that you can successfully complete a raid are:
- Ruby bolts (e). Spec can hit 100s on some of the monsters within the dungeon.
- Pickaxe. Used to Kill guardians, one of the monsters within the dungeon.
- Salve. This is semi optional, but required in welfare gear as it gives you a 15% damage bonus against skeletal mystics, one of the monsters within the dungeon.
- Anti poison. Olm and Shamans can poison you, therefore I would warrant that this is a requirement.
- Ranging potion. Required for clearing monsters before olm for extra DPS.
- Super combat potion. Required for clearing monsters before olm for extra DPS.
- Restores and Brews. These are needed to survive/ heal through the different rooms before you get to the boss (Olm).
Top tier gear:
*Note, there are a couple of better items that you can upgrade here, i.e. Vork head avas, arcane spirit shield and amulet of torture. At the time of writing this guide, I do not have these items, so replace if possible.
*Note, If you want efficient raids, i.e. around the 20 minute mark, you can bring all of this gear and replace like for like. i.e. Bandos for Vestas, Armadyl for Morri, DWH for SWH, Vesta L sword for Dragon hunter lance, barrows gloves as only glove slot, Brimstone/ climbing boots for boot slot and so on. Each upgrade you make will just increase the DPS that you do and thus speed up your completion times for more runs an hour.
The key items in this set up to ensure that you can successfully complete a raid are:
- Blowpipe. The majority of the raid is ranged based, and the blowpipe is practically BIS for a lot of the bosses. Therefore this is the most important item. the Blowpipe can carry a raid for you single headedly. I suggest using dragon darts as these can be purchased from Sigismund at ::home for 4500gp each. Around 100 is required to complete a raid with an accumulator.
- Trident of the swamp. This is used for Olm's mage hand, and will be your only method to damage it. It is best DPS at Olm, therefore is required. Make sure you have at least 250 charges!!
- Warhammer. The Warhammer spec will be utilised on a number of bosses as detailed below, however, more importantly Olm's Melee hand. The spec will reduce the Melee hand's defence making it easier to hit, thus giving you more DPS. For faster raids this item is quite important.
- Pickaxe. Used to Kill guardians, one of the monsters within the dungeon.
- Sanfew serum. Acts as an antipoison and a prayer/ stat restore.
- Ranging potion. Required for clearing monsters before olm for extra DPS.
- Restores and Brews. These are needed to survive/ heal through the different rooms before you get to the boss (Olm).
- Anglerfish. This is used before your first monster, to give yourself an extra inventory space and a bit of heal.
Overall, the key point to take away from the gear is that if you're not "Scouting", you need to be prepared for every possible monster/ room. The inventory setup above gives you the required tools to deal with each room efficiently and effectively.
Generally, DPS is > Armour, as faster raids, means less eating, more points and more per hour.
What is raids?
Raids is a solo/ group piece of content that pits you up against some of the games toughest bossing challenges for high rewards.
There is NO loss of items on death. It is a safe minigame!!
Why raid?
Raids, aka Chambers of Xeric, aka CoX, is a challenging, fun and rewarding piece of content with some unique rewards.
It is not only fun to do solo, but you can team up with other players to tackle it, leading to better potential rewards and exciting team fighting mechanics.
Rewards?
The full reward system has NOT been fully released yet, however, a points system is in place which correlates to rewards, i.e. the more points at the end of the raid, the more chance you have of obtaining a unique reward.
Killing monsters, damaging room bosses and defeating puzzles all leads to points.
Generally, around 8000 points will equate to about a 1% chance of hitting the unique drop table.
You could expect a typical solo run to end with around 30,000 to 40,000 points assuming you do not die, giving you a 3-4% chance of hitting the unique drop table.
Group raids can be considerably more.
Dyeing will lead to a loss of around HALF of your points, therefore it is recommended to try not to die at all costs (but don't sabotage team mates to survive).
The unique reward table can be found below:
Requirements:
Minimum Stats:
- 90+ Attack
- 90+ Strength
- 90+ Defence
- 90+ Ranged
- 90+ Mage
- 70+ Prayer
*Note, for faster raids and for solo's, you will want to MAX all of these stats to be as efficient as possible.
Items:
Welfare gear:
*Note, this is and should be the minimum gear that you bring to raids. You can solo it with this gear, however, the raid times will be considerably longer.
The key items in this set up to ensure that you can successfully complete a raid are:
- Ruby bolts (e). Spec can hit 100s on some of the monsters within the dungeon.
- Pickaxe. Used to Kill guardians, one of the monsters within the dungeon.
- Salve. This is semi optional, but required in welfare gear as it gives you a 15% damage bonus against skeletal mystics, one of the monsters within the dungeon.
- Anti poison. Olm and Shamans can poison you, therefore I would warrant that this is a requirement.
- Ranging potion. Required for clearing monsters before olm for extra DPS.
- Super combat potion. Required for clearing monsters before olm for extra DPS.
- Restores and Brews. These are needed to survive/ heal through the different rooms before you get to the boss (Olm).
Top tier gear:
*Note, there are a couple of better items that you can upgrade here, i.e. Vork head avas, arcane spirit shield and amulet of torture. At the time of writing this guide, I do not have these items, so replace if possible.
*Note, If you want efficient raids, i.e. around the 20 minute mark, you can bring all of this gear and replace like for like. i.e. Bandos for Vestas, Armadyl for Morri, DWH for SWH, Vesta L sword for Dragon hunter lance, barrows gloves as only glove slot, Brimstone/ climbing boots for boot slot and so on. Each upgrade you make will just increase the DPS that you do and thus speed up your completion times for more runs an hour.
The key items in this set up to ensure that you can successfully complete a raid are:
- Blowpipe. The majority of the raid is ranged based, and the blowpipe is practically BIS for a lot of the bosses. Therefore this is the most important item. the Blowpipe can carry a raid for you single headedly. I suggest using dragon darts as these can be purchased from Sigismund at ::home for 4500gp each. Around 100 is required to complete a raid with an accumulator.
- Trident of the swamp. This is used for Olm's mage hand, and will be your only method to damage it. It is best DPS at Olm, therefore is required. Make sure you have at least 250 charges!!
- Warhammer. The Warhammer spec will be utilised on a number of bosses as detailed below, however, more importantly Olm's Melee hand. The spec will reduce the Melee hand's defence making it easier to hit, thus giving you more DPS. For faster raids this item is quite important.
- Pickaxe. Used to Kill guardians, one of the monsters within the dungeon.
- Sanfew serum. Acts as an antipoison and a prayer/ stat restore.
- Ranging potion. Required for clearing monsters before olm for extra DPS.
- Restores and Brews. These are needed to survive/ heal through the different rooms before you get to the boss (Olm).
- Anglerfish. This is used before your first monster, to give yourself an extra inventory space and a bit of heal.
Overall, the key point to take away from the gear is that if you're not "Scouting", you need to be prepared for every possible monster/ room. The inventory setup above gives you the required tools to deal with each room efficiently and effectively.
Generally, DPS is > Armour, as faster raids, means less eating, more points and more per hour.