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Waterfiend Guide - Challenges and Strategy Waterfiends are not difficult to fight, but it does take a considerable amount of time, effort and experimentation to figure out the best, most efficient ways of killing them. Over the last couple of years I have killed countless thousands of waterfiends, and in that time I have learned a great deal about what to do and what not to do in order to get lots of charms and other drops quickly and easily. What I have discovered over time has formed the basis for the specific combat techniques that youll find later in this guide. In order not to weight those guides down with lengthy discussions of why I made various specific decisions, I have created this page. In it youll find explanations for my choices with regard to weapons, equipment, familiars, technique, trip length and much more. Combat Style Theres not really much to say here: melee is the fastest methodby farand also the least expensive. I occasionally see people ranging down in the cavern, but not often. Definitely do not bother maging these, as youll be wasting your money. Theres a lot more to say here. :) I already mentioned in the introduction that waterfiends require a crushing weapon, but that of course leaves the question of which one to use. I have tried numerous crush weapons with waterfiends, and here are my subjective rankings from best to worst of the most common candidates (see Figure 31 for a picture of some of them):
As always, make sure you are on the crush setting for your weapon, especially after using the fairy rings; sometimes switching to a staff and then back to a regular weapon changes its mode. Using a Secondary Weapon for its Special Attack The two best weapons for fighting waterfiends have special attacks that are of marginal usefulness (the Saradomin sword) and none at all (Zamorakian spear). One way to deal with this is to bring with another weapon to use only for its special, swapping them every few minutes when your special bar recharges. Here are a few worthy candidates, listed roughly according to my views of their value:
The Saradomin sword and Barrelchest anchor both have specials that are useful, just not great (see Figure 32 below). If you are using them as primary weapons and dont have anything better, by all means take advantage of those specs. Note that in some cases you might even want to bring recover special potions to use in conjunction with some of these specials. If youre using a Saradomin godsword, a recover special potion is in effective like a miniature healing and prayer restore pot... The most common choice of head equipment for waterfiends is the helm of Neitiznot, which combines low cost with high defence bonuses, a +3 strength bonus and +3 prayer boost. However, theres another item that is worthy of serious consideration: the dwarven helmet. This is yet another quest reward, this time from Grim Tales, and it is notable because it has a +6 crush attack bonus. My subjective feeling is that +6 to crush attack should be more useful here than +3 to strength, so I set out to test the two helmets head to head (ha!) Unfortunately, my test was rather inconclusive. In the end, the choice is up to you, of course. If you are using prayer, the helm of Neitiznot is likely the better option, and it is the only choice for multicombat fighting in the Chaos Tunnels. Otherwise, use whichever you like. Im a big fan of using Dharoks to kill monsters, because it is usually at least 15% faster than any alternative method. Dharoks greataxe has a crush setting, so it seemed like it would at least be a viable option with waterfiends, and I tested it fairly extensively. Unfortunately, I do not think it works well here, and I can no longer recommend it. The main reason is that in my opinion, the difference in speed does not justify the much higher cost, risk and hassle that Dharoks involves at the waterfiends. Dharoking any monster with two attacks is already dangerous enough: you are going to need to use prayer and watch your health. But with waterfiends it is that much worse: due to their magic attack and magic-based ranged attack, you get pinged for damage constantly, no matter what you do. I found that the only way to at least partially slow this damage down is to use an enhancing prayer like Piety or Turmoil, to both boost defence and increase kill speed; otherwise, you spend all your time eating, potting and/or running to the bank. But when I tried using those same prayers to enhance combat using traditional methods, I found that it sped them up even more. In the end, the speed difference for Dharoking in my tests was only about 7%. In exchange for that, I had to watch my health constantly, almost died once, used twice as many prayer potions, and about four times as much food. And then I gave back part of the speed benefits by having to bank sooner. Oh, and if all that werent enough, guess what happens if you accidentally get too close to the brutal green dragons and one of them breathes on you? Right: youre toast. Extra crispy. Try it if you want, but as for me, no thanks. Most higher level players using proper gear will not need to use a protection prayer or curse for standard single combat with waterfiends. But if you do find you need it, protecting against the ranged attack seems to work better. The level 70 prayer Piety gives +20% to Attack, +23% to Strength and +25% to Defence. The level 90 curse Turmoil gives values that depend on the Attack, Strength and Defence of the opponent. Since waterfiends use magic and ranged attacks, you only get the base Turmoil boosts of +15% to Attack and +23% to Strength, along with +29% to Defence. Normally this would mean that Piety is better. However, Turmoil has the advantage of draining your prayer points 33% more slowly. For me, thats worth the slight difference in Attackand it also means I can keep the curses activated, which is what I usually use. Your choice. The traditional familiar for fighting waterfiends is the bunyip. In fact, bunyips are so associated with killing waterfiends that many players work to get level 68 Summoning just to make fighting waterfiends easier. It seems like a match made in heaven: the bunyip heals 80 LP per minute, its special attack allows you to eat the raw fish that the waterfiends drop, and if you dont need the healing you can feed the fish to the familiar to get water runes. And it really is a good choice; Ive used one there myself many times. But I now consider a beast of burden to be better. Part of this is because of the new fairy ring that allows you to now bring familiars directly into the Ancient Cavern, and to easily access a bank in just a few seconds, then return to combat. Using a beast of burden, I am able to bring more cost-effective food to the cavern, and leave with more drops. I also dont have to deal with nearly as much inventory juggling. Much of this comes down to your playing style. The bunyip still allows for a more relaxed fighting experience, with less to worry about in terms of the need to heal; it is better for those who care less about drops and more about focusing on getting charms. But if the only reason youre using a bunyip is to save money on food, youre better off with a beast of burden. Because without one, youre going to waste more money leaving behind unnoted drops than you save on food. Of course, your Summoning level matters as well. If you have level 96 for a pack yak, then using one is a no-brainer (Figure 32), but if your level is lower, the beasts of burden arent nearly as good. The level 68 for a bunyip also lets you use a war tortoise (level 67), but those pouches are so expensive that they eat up much of the value of the extra drops you keep. I do have the ability to use a pack yak, but Id still probably use a spirit terrorbird instead of a bunyip at this point: Id rather keep those sharks than feed them to a familiar.
Getting to the Ancient Cavern used to be a bit of a pain, and you couldnt enter it with familiars summoned. so players worked to make their waterfiend trips as long as possible. This is no longer an issue, and therefore trip length really isnt either. I dont plan for trips of any particular durationI just bring with a full set of extreme/super potions, some decent, cost-effective food, and stay as long as they last. The only real advantage to longer trips is that each time you leave and return, the monsters get aggressive again. This is a real consideration for the multicombat method, but for most players doing standard single combat fighting of waterfiends, its just a minor annoyance. Charms are untradeable, but they can be bought indirectly: by spending money to speed up your kills. One way to do this is to ensure you are using the best possible equipment, but another is to use enhancing prayers. The main difference between the two single combat waterfiend methods in this guide is that one uses prayer to speed up the kill rate, at the cost of requiring prayer potions. This idea of buying charms reaches its culmination with the multicombat method that concludes this guide. Intended only for very high level players, it uses constant prayer to protect against the multiple attacks you are subjected to, and to increase kill rate. In so doing, it sacrifices the profit youd normally make from them in favor of getting more charms per hour. Its not expensive in terms of costing you money out of pocket, but it is in that most of what you earn in drops is going to be offset in potions consumed. The multicombat method also requires very high skill levels, with maxed combat and 95 Prayer recommended. You really need a very high Summoning level to begin with for that method, because much of the benefit is in having a good combat familiar killing waterfiends alongside you. For this, an iron titan is ideal, both for its high combat ability and its powerful scroll. Finally, the multicombat method can be dangerousif you lose connection here, you could easily find yourself in Lumbridge (or wherever). But if you want to get charms fast, this is the way to do it.
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