Dungeoneering/Rushing

From Darkan
(Redirected from Rush (Dungeoneering))
Jump to navigation Jump to search
Floors are completed quickly but experience is low when rushing.

In order to maximize prestige, and thus increase dungeoneering xp gained, players must tick off every single floor before resetting their progress. Players with higher dungeoneering levels will have a large number of floors to tick off, however the level moderator leads to base XP for the lowest floors being roughly half that received for a player's highest floors.

Doing a floor "properly" in large, class 6, 5:5 mode can take over an hour, and the rate at which XP is gained will be reduced if the player only receives half of their maximum base XP. To get around this many players rush through lower floors in quick succession as fast as possible, disregarding the amount of XP they receive on these floors in order to tick off all floors as quickly as possible.

Getting Started

Party: A full team of five sharing tasks will progress fastest, as selecting the 5:1 option will mean the dungeon is still designed for one player; having more players also makes it easier to continue after some drop out. Following multiple drop outs, regrouping may be a good way to increase speed, but time spent recruiting a new party may offset this.

The party should be advertised as a C1 5:1 rush over many floors to avoid players misunderstanding the rush approach, holding up the raid, and then dropping out.

Solo: A single player can easily rush their lower floors on complexity 1, in only a little more time than a full party.

Floor: The leader should pick the lowest floor that they are yet to tick off, (gathering a group at level 1 is considerably easier), as the floor number will increase each round.

Complexity: Complexity One provides the fewest obstacles to overcome, aiding fast completion.

Other: A small dungeon on guide mode and 5:1, can be completed fastest.

If any players are unaware of how to skip the winterface to the next floor, their teammates should teach them as a 30 second delay between every floor will soon add up.

Tactics

The whole approach should be geared completely to speed, not XP, as the aim is to tick the floor. Tactics include:

  • Avoid stocking up food/ amour drops etc. as enemies will be lower level on rushes, and deaths reducing XP gained isn't an issue.
  • Disable auto retaliate, only kill enemies in guardian rooms, and run past all other enemies.
  • Party - Always split the party where possible to cover ground faster, communicating what doors are found between sub-teams.
  • Party - In guardian rooms, have the keyer run ahead to the locked door quickly while the remaining party finish off the last guardians.
  • Set quick prayers to your best offensive prayer (e.g. turmoil/piety) and use when doing guardian rooms.
  • Everybody can key now thanks to an update, so one person does not need to hold all keys.

Bound Law Rune Method (parties)

  • There will be no group gate stone, and runecrafting would not be possible, as rushing occurs in complexity 1 dungeons. However if a player has law runes bound they will be able to teleport to the party leader*. Which can really speed up rushes.
  • The player with law runes bound should be the keyer. He must not be the party leader as he would then only teleport to himself.
  • The party leader should stay with the party until a key door is found, at which point they can stand by the door to 'gate' it.
  • If the dungeon path diverges, the group should split with the keyer and leader taking different paths.
  • When the leader 'gates' a door, he should tell the keyer what key door(s) they are next to.

* This only works if the party leader started off the floor as leader, changing leader later on would not allow teleportation to a different player.