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Requirments for each boss in God wars dungeon

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Post by Semu Fri Feb 19, 2016 1:43 pm

Requirment to even enter the dungeon: at least +60 strenght or agility

You need to kill 40 of a specific monster to enter the boss room, no matter what boss your killing so have in mind to get armor that will help you save food through the killing until you show
up to the boss.

General Graaroor Bandos Boss

Requirment to kill: +70 strength

Armor/weapons and such:

If you are gonna melee it: Recommended to use Guthan set for infinite healing - good for killing the monsters without consuming a single food piece or using pots
any range boots and gloves (carapace boots because they are cheapest and gloves.........idk tongue )
amulet of glory/obsidian cape/ring of wealth

Now here is a problem, if your gonna grab a guthan set, you need to have an item which is related to bandos so you can skip getting attacked constantly in the ¨killing Count¨room
to avoid this, recommended to have completed as a first resort for the bandos pool, which makes everyone unaggressive to you for a full hour, or Another slice of H.A.M to get the hammer and have it in inventory

(getting more info if there are other armor and weapon you could use for bandos, comment if you have any suggesstion Razz )

if you are gonna mage : full ahrim set, Royal set with poly/SoL and Earth spells. (not recommended to have Royal set armor but your choice)

Recommended combat skills: at least +75 in melee stats or mage.

What to have in inventory: 1 super set (super attack, super strenght, super def) 2 prayer pots (thats what i bring) 1 super restore potion, an extra summoning pouch, teleports (as ectophial or bandos throne sphere) and recommended food to have are Sharks

If you need any more info comment and i will answer Very Happy or try to

Semu

Posts : 12
Join date : 2016-02-19

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Post by hansdog Fri Feb 19, 2016 3:40 pm

ty for posting this! Just so people know though an item in your inv (unless the ham one is different from the rest) doesnt make the monsters stop aggroing you. Also saradomin is 70 agil, arma is 70 range, and zammy is 70 hp for those also interested!

hansdog

Posts : 14
Join date : 2016-02-15

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Post by Semu Sat Feb 20, 2016 10:35 am

Kree Arra, Armadyl boss

Requirment to enter: 70 range at least

Armor/weapon:

For rangers: Full Royal + armadyl piece (either gloves, boots, helm, skirt, body armor) but if you have any other method to bring an armadyl thing, then feel free to grab one (mjilonirs, stole etc)

Crystal bow (need roving elves completed), Royal crossbow (not recommended if you have low stats because getting it is tough)

Inventory setup: 2 super ranging potions, 1 super defence, 3 prayer potions, 1 super restore, teleport to high risk areas (ectophial, void Knight seal, bandos throne room) extra familliar pouches, REST Shark

usual stuff to bring: Zamorak cape (to avoid zamorak minion aggros or ava device, ring of wealth and amulet of glory

For mages: Full Royal - having full Royal is a range armor which provides good bonuses and decent defence than mage gear, which in pvm (person vs monster) mage gear are weaker so.

Polypore staff or staff of light, Earth spells or just air spells to hit fast and accurate

inventory setup: 2 super mage potions, 1 super defence, 3 prayer potions, 1 super restore potion, teleport to high risk (i wrote up there not gonna repeat), extra familliar pouches, REST Sharks

if i missed anything please do tell Very Happy



Semu

Posts : 12
Join date : 2016-02-19

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