Grotesque Guardians | A Chiller Refresher

Описание к видео Grotesque Guardians | A Chiller Refresher

This video is intended for players that have a basic grasp of the mechanics at Grotesque Guardians (i.e. don't stand in the beams during the phase transition), and who simply want a short video recapping the core mechanics of the fight. These guides are not intended for optimal play, or even efficient play, but prioritize consistency and minimizing the amount of moving parts during a given kill.

My general philosophy is that slow is smooth, and smooth is fast. I want players to not feel that they need to be hyper optimized in every second they play, and that it's acceptable to take a 70% efficient method if it means the player not experiencing burnout or distress from the method.

For additional explanations, context, and timing, turn on the Closed Captions (English) for this video.

For our gearing, we want to prioritize Range strength, specifically for Venerator bow over blowpipe, and where we can't gain ranged strength, we swap for Melee strength instead, in my case for the Rapier and Dragon Claws special attack. High Alchemy is what I have found to be the most useful for the most trips, especially with 2 empty slots for the rune pick ups as inventory management might become a problem as you become more familiar. You may also bring a thrown granite hammer if that is more your speed, but you may want to check; I don't personally know if thrown hammers will allow you to skip the healing that Dawn is able to do, where a melee hammer we are able to kill her before the healing goes off.

I suggest you acquire or craft a large supply of slayer rings, be it through crafting them or an eternal ring, as the run from Salve Graveyard, Fairy Ring CKS, and Kharyrll all will leave you low on run energy, and might lead to afking in front of the boss door to get your run energy back, but you may find that beneficial as a break period to afk.

The main goal of the fight is to blowpipe Dawn whenever Dusk is not within a 3x3 square of Dawn's southwest tile. This enables us to benefit from the dps increase of single targets with the Blowpipe, while enabling the Venerator bow to come in when multi-hits are available. By stacking them up on the south eastern tile, we can see when Dawn begins to move,.

When Dawn's true tile moves any amount, the phase is transitioning. Swap melee (some players may choose to use their special attacks here), if you have a 4-tick weapon you can get three hits in before needing to step back and avoid the rocks. When Dusk's body begins to unwrap, you can click to walk in and attack.

During the beams phase, just do your best to navigate south east towards the wall, then north so we can line up the bosses again. Blowpipe while moving, Venerator bow when stacked. As long as you are attacking and moving, you should be able to confirm the kill before Dawn heals.

In the final phase, as you are teleported, just click towards the boss. If your flames are against a wall, there will be a tile against the wall you can stand on to be safe. I use my special attack in this phase because we have Dragon claws available, and this is the phase that I find I take the most damage in, so in an attempt to extend my trips, this is where I choose to spec, but you may what to find other alternatives or timings depending on your set up.

1:02 - First boss kill (Fresh boosts, with special attack)
3:00 - Second boss kill (In same instance, stale boosts, no special attack)

Soundtracks:
Tempest - Grotesque Guardians boss room theme song
Autumn Voyage - Lumbridge area theme

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