Requirements
Spoiler
Required:
* Summer's End Quest
* Overloads and Turmoil
* Max Melee (99 Attack, Strength, and Defence), or 95+ at the minimum.
Not Required, but helpful:
* Seer's Elite Diary - 2x chance of bolt specs if you're stunning
* Ardy Hard Diary - for the cape
* Goliath Gloves and Dreadnips
* 300+ Mobilising Armies rank
* Summer's End Quest
* Overloads and Turmoil
* Max Melee (99 Attack, Strength, and Defence), or 95+ at the minimum.
Not Required, but helpful:
* Seer's Elite Diary - 2x chance of bolt specs if you're stunning
* Ardy Hard Diary - for the cape
* Goliath Gloves and Dreadnips
* 300+ Mobilising Armies rank
Gear
Spoiler

Comments about gear:
* The rune and mithril crossbows are pretty much the same when it comes to stunning. Some players believe that the rune crossbow KOs the core more often, but this is not true because the range strength depends only on the bolt, not the accuracy. However, the difference between the two is insignificant, so I bring a mithril one anyway to avoid arguments.
* The Enhanced Excalibur, after the Seers Elite Diary, is the best spec weapon you can bring, because it heals 400 HP and couples perfectly with overloads. If you don't have the Seers Elite diary completed, then bring a BGS instead.
* Dreadnips increase your damage per second by around 20%. With practice, you won't even miss a hit to deploy them.
* Flasks are a waste at Corp. On most 3 overload trips, I only use up around 3 or 4 of the brews I bring, so this setup is already more than what you need.
* For a 4 overload trip, you should bring 4 overloads, 4 prayer renewals, 10 super restores, and rest brews.
Alternatives:
* Fire Cape instead of Ardy Cape
* Fighter hat instead of Neitiznot
* Berserker ring instead of Onyx (i)
* Dragon boots instead of Steadfast boots
* Barrows gloves instead of Goliaths

Comments about gear:
* The rune and mithril crossbows are pretty much the same when it comes to stunning. Some players believe that the rune crossbow KOs the core more often, but this is not true because the range strength depends only on the bolt, not the accuracy. However, the difference between the two is insignificant, so I bring a mithril one anyway to avoid arguments.
* The Enhanced Excalibur, after the Seers Elite Diary, is the best spec weapon you can bring, because it heals 400 HP and couples perfectly with overloads. If you don't have the Seers Elite diary completed, then bring a BGS instead.
* Dreadnips increase your damage per second by around 20%. With practice, you won't even miss a hit to deploy them.
* Flasks are a waste at Corp. On most 3 overload trips, I only use up around 3 or 4 of the brews I bring, so this setup is already more than what you need.
* For a 4 overload trip, you should bring 4 overloads, 4 prayer renewals, 10 super restores, and rest brews.
Alternatives:
* Fire Cape instead of Ardy Cape
* Fighter hat instead of Neitiznot
* Berserker ring instead of Onyx (i)
* Dragon boots instead of Steadfast boots
* Barrows gloves instead of Goliaths
About Corp's Attacks
Spoiler
Corp has four main attacks:
* Melee: Deals up to ~500 damage
In addition, if you stand under corp, you will get trampled for up to ~500 damage. When the core is out and unstunned, if you stand next to it, you will be hit for rapid 100s. After it's stunned, it will only drain a 100 from you once in a while.
Deflect Melee stops the melee attack 100%. Deflect Mage stops his three magic attacks only partially.
* Melee: Deals up to ~500 damage
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* Splash Attack: Damages everyone around you
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* Drain Attack: Deals up to ~500 damage, drains summoning, prayer, or magic if it hits
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* Strong Mage attack: Deals up to 650 damage
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In addition, if you stand under corp, you will get trampled for up to ~500 damage. When the core is out and unstunned, if you stand next to it, you will be hit for rapid 100s. After it's stunned, it will only drain a 100 from you once in a while.
Deflect Melee stops the melee attack 100%. Deflect Mage stops his three magic attacks only partially.
What to Pray
Spoiler
Quick Prays:

* The berserker prayer does not make your overloads last longer.
When tanking:
* Deflect Melee
* Flash SS
When not tanking:
* If corp is attacking someone adjacent to you, deflect mage and flash SS.
* If corp is attacking someone distant to you, deflect melee and flash SS.
You should always be flashing SS unless you're at 990 HP. If you want to be lazy (especially now that Ganodermic armour is available), just leave SS on whenever you're not tanking.
Sometimes he'll spin around attacking people at random. If that happens, deflect melee and flash SS.
How to flash SS:

* The berserker prayer does not make your overloads last longer.
When tanking:
* Deflect Melee
* Flash SS
When not tanking:
* If corp is attacking someone adjacent to you, deflect mage and flash SS.
* If corp is attacking someone distant to you, deflect melee and flash SS.
You should always be flashing SS unless you're at 990 HP. If you want to be lazy (especially now that Ganodermic armour is available), just leave SS on whenever you're not tanking.
Sometimes he'll spin around attacking people at random. If that happens, deflect melee and flash SS.
How to flash SS:
Spoiler
If you play with XP popups on, you can see when you get XP for each hit. To the game engine, the moment the XP for the hit shows up is when the hit actually occurs - the rest is just animation. The idea behind SS flashing is to be able to heal while still having a deflect prayer active. You want to hit SS the instant before the hit occurs, then quickly switch back to your deflect prayer to keep your protection.
While it is possible for corp to hit you during that game tick when you have SS active, it's pretty rare. The exact timing for SS flashing is slightly different for everyone, depending on your lag. I encourage you to practice this skill, as it's useful well beyond just corp.
While it is possible for corp to hit you during that game tick when you have SS active, it's pretty rare. The exact timing for SS flashing is slightly different for everyone, depending on your lag. I encourage you to practice this skill, as it's useful well beyond just corp.
Where to Stand
Spoiler
After the first kill, use this formation:
6 Man (old pic):

Spot 1: At the head of the grave
Spot 2: 1 step north, halfway between spots 1 and 3
Spot 3: 1 step south from corner
Spot 4: 1 step north from other corner
Spot 5: 1 step south, halfway between spots 4 and 6
Spot 6: 4 steps south of spot 1
For a 5 man team, there should only be one person standing next to the wall. For a 4 man team, there should be only one person on the east and west sides. Occasionally, he will have a bad spawn, so watch out for trample damage.
6 Man (old pic):

Spot 1: At the head of the grave
Spot 2: 1 step north, halfway between spots 1 and 3
Spot 3: 1 step south from corner
Spot 4: 1 step north from other corner
Spot 5: 1 step south, halfway between spots 4 and 6
Spot 6: 4 steps south of spot 1
For a 5 man team, there should only be one person standing next to the wall. For a 4 man team, there should be only one person on the east and west sides. Occasionally, he will have a bad spawn, so watch out for trample damage.
Using your Supplies Wisely
Spoiler
These are more advanced tactics that you should use to maximize your supplies and kills (and therefore your profit).
Hitpoints
* If you are tanking, keep your HP above 500.
* If you are not tanking, you should always be healing with soul split (unless you're at full HP).
Overloads
* Always time your overloads - prayer renewals are perfect for this, as they have a 30 second warning just before the overload runs out.
* When you drink an overload dose, combine it with an EE spec (to heal) and a prayer renewal dose.
* After drinking an overload, do not spam brews to heal, even if you don't have an EE. You can almost always SS back to full HP.
Stats and Prayer Points
At corp your mage and melee stats are extremely important to keep high (magic = defence). If you drink 3+ doses of brew, you will need to drink a restore to bring your melee stats back to 99, so save your restores for that purpose. Because of this, keep your prayer points between 300-600. If you have 850 prayer points and you have to drink a restore, you just wasted 15-20 potential prayer points.
Hitpoints
* If you are tanking, keep your HP above 500.
* If you are not tanking, you should always be healing with soul split (unless you're at full HP).
Overloads
* Always time your overloads - prayer renewals are perfect for this, as they have a 30 second warning just before the overload runs out.
* When you drink an overload dose, combine it with an EE spec (to heal) and a prayer renewal dose.
* After drinking an overload, do not spam brews to heal, even if you don't have an EE. You can almost always SS back to full HP.
Stats and Prayer Points
At corp your mage and melee stats are extremely important to keep high (magic = defence). If you drink 3+ doses of brew, you will need to drink a restore to bring your melee stats back to 99, so save your restores for that purpose. Because of this, keep your prayer points between 300-600. If you have 850 prayer points and you have to drink a restore, you just wasted 15-20 potential prayer points.
Stunning the Core
Spoiler
When the core appears (if you're stunning):
* Stunners ideally have the Seers Elite diary finished, for the 2x chance of bolt specials.
* Equip your bow and switch to rapid style. This is important, because rapid doesn't hit as high as accurate style, and because if the person the core targets does not run away immediately, then you will get your second hit sooner (assuming the first one didn't stun).
* Watch the core as it flies (so you know who it's going for) and attack it as soon as it lands.
* Watch for the stun animation - if you play with sound effects on, there's also a sound played when it stuns.
* If it targets you, run two spaces away, and then attack it as soon as it lands.
If you're not stunning:
* If the core jumps towards you, run two spaces away and continue to attack corp. Tanking the core is nothing more than wasted HP, because every good stunner will be able to stun the core the instant it lands, regardless of whether or not you're tanking it. Many inexperienced stunners will ask you to tank at least one hit - this is unnecessary if they know what they're doing.
* Stunners ideally have the Seers Elite diary finished, for the 2x chance of bolt specials.
* Equip your bow and switch to rapid style. This is important, because rapid doesn't hit as high as accurate style, and because if the person the core targets does not run away immediately, then you will get your second hit sooner (assuming the first one didn't stun).
* Watch the core as it flies (so you know who it's going for) and attack it as soon as it lands.
* Watch for the stun animation - if you play with sound effects on, there's also a sound played when it stuns.
* If it targets you, run two spaces away, and then attack it as soon as it lands.
If you're not stunning:
* If the core jumps towards you, run two spaces away and continue to attack corp. Tanking the core is nothing more than wasted HP, because every good stunner will be able to stun the core the instant it lands, regardless of whether or not you're tanking it. Many inexperienced stunners will ask you to tank at least one hit - this is unnecessary if they know what they're doing.
Dying at Corp
Spoiler
Everyone dies at corp, so knowing what to do when you die will save you a lot of hassle.
* On the keep your items screen, keep your EE and Goliath gloves, because they do not appear in your grave.
* Always have spare games necklaces in your bank.
* Looting your grave is no longer a problem, unless you take a really long time returning.
* Bring a couple of brews when you return, just in case corp decides to attack you.
* This is optional, but I like to bring an overload (1 or 2 dose is fine) and a couple of sharks when I die, then drink it while running back. This way, I can pick up my gear and start attacking it immediately. It also boosts your defence, which helps when you're getting your stuff back.
* Avoid death by trampling if possible. It's really annoying if you have to loot your grave while corp is standing over it.
* On the keep your items screen, keep your EE and Goliath gloves, because they do not appear in your grave.
* Always have spare games necklaces in your bank.
* Looting your grave is no longer a problem, unless you take a really long time returning.
* Bring a couple of brews when you return, just in case corp decides to attack you.
* This is optional, but I like to bring an overload (1 or 2 dose is fine) and a couple of sharks when I die, then drink it while running back. This way, I can pick up my gear and start attacking it immediately. It also boosts your defence, which helps when you're getting your stuff back.
* Avoid death by trampling if possible. It's really annoying if you have to loot your grave while corp is standing over it.
Miscellaneous
Spoiler
Etiquette:
* Clan Vexilium: If you're in a clan ingame, you should bring a vex whenever you go to Corp. By planting it outside, it is proof that you were there first, should a team decide to crash you.
* Crashing teams: Always avoid crashing if possible. However, it is not always possible to find an open world (do make a reasonable effort to find one!). If you are forced to crash, be prepared for the crashed team to call an anticrash, if they are members of a PvM clan.
Terminology:
* BC = brew count
* GB = group bank
* Half HP rule: If your team decides to bank individually (tele out when out of supplies and return), they will usually have a half HP rule. When you get back to the entrance, you should ask "hp?". If it's above half, go in. If not, stay out. Personally, I don't kick people for violating the rule, but I do consider it rude. Other people will kick.
* Clan Vexilium: If you're in a clan ingame, you should bring a vex whenever you go to Corp. By planting it outside, it is proof that you were there first, should a team decide to crash you.
* Crashing teams: Always avoid crashing if possible. However, it is not always possible to find an open world (do make a reasonable effort to find one!). If you are forced to crash, be prepared for the crashed team to call an anticrash, if they are members of a PvM clan.
Terminology:
* BC = brew count
* GB = group bank
* Half HP rule: If your team decides to bank individually (tele out when out of supplies and return), they will usually have a half HP rule. When you get back to the entrance, you should ask "hp?". If it's above half, go in. If not, stay out. Personally, I don't kick people for violating the rule, but I do consider it rude. Other people will kick.
Typical Corp Kill
Best of luck at Corp!
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Edited by Art of Death, 24 February 2012 - 10:00 PM.

























