I have decided to make a Zerker pure. However, I'm not sure what quests I should do.... Suggestions everyone?
I have decided to make a Zerker pure. However, I'm not sure what quests I should do.... Suggestions everyone?
Fremmy trials, mokey madness, dragon slayer, recipe for disaster, fremmy isles...
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Thank you very much Risk!
Stopped reading there. But the main goal of zerker/turm pures is that you don't train your defence, and it's pretty much 100% quested. This is because untradeables and quest rewards are actually worth it!The goals of this guide are:
80-99 Attack
The most useful untradeables for zerker/turm pures are:
- barrows gloves #1
- fremmy helms
- ardy cloak 3
- fighter torso/fighter hat
- dungeoneering rewards (chaotics)
- defenders
- korasi's sword
- dragon weapons
- void
(not actual items)
- lunar magics
- ancient magics
- curse prayers
Personally I prefer 60 or 62 attack over 70, 75, 80, 99. If you don't plan on getting chaotics anyways, anything over 60/62 attack is pretty much a waste.
But isn't it a maxed zerker guide?
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until(False);
I don't see 'maxed' anywhere on it, but a ton of people forget about all the great weapons you get at 60 attack and the advantage to having that over the higher combat levels that come with getting higher attack. At 60 attack you have claws, d scimmy, brackish blade (good if you have ardy cloak 3 for hybridding), dds (highest hitting melee spec weapon in game), and a few fun spec weapons, d long, d mace.
Besides, maxed zerkers are in mid-level main territory, the point of pures is to be low combat with high offensive stats. If you plan on getting 80 attack and no chaotics, you'll be stuck with whip, which means you'll get higher attack eventually since you can't train strength with it.
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