Guide to EOC Armor/Weapons [All Combat Styles]
Especially for anyone who wants to do PvM or even slayer, you'll want to know what the "best" armor and weapons are for every situation. This guide is intended for "higher" level players as it looks at armor and weapons that are generally level 70+ in requirements. At these levels there is more diversity and choices to be made over, say, Dragon items.
- Important Information
- Melee Armor
- Melee Weapons
- Ranged Armor
- Ranged Weapons
- Magic Armor
- Magic Weapons
- All Class/Miscellaneous
1. Important InformationToken refunds: Augury/Rigour (unlocked through Knight's Wave Training Ground), Blastboxes/Surgeboxes
Weapons will have a damage bonus and a hit bonus (accuracy). Your Strength, Magic, and Ranged level will be added to the weapon's damage (this is visible and can be seen on the equip item screen. Offhand items appear to receive half your level in bonus).
All weapons are also classified by the combat style they belong to. For Melee, that is slash, stab, and crush. Magic: air, water, earth, fire. Ranged: bolt, arrow, thrown. This is especially important when you engage in combat. If something is weak to ranged attacks, your attacks will be more accurate. If you cater to their specific weakness, such as bolts, your accuracy is improved by as much as 15%. If you fight against something using the correct style, 100% of your accuracy rating is used. Against a secondary style, 50%, and against the wrong style, only 20% of your accuracy is used.
Capes, rings, necklaces, helms, boots, and gloves do not negatively impact your accuracy if they are of a different class. This is especially useful if you don't mind the altered defense, or perhaps a lower price like picking the cheapest Glacor boots, and can help cover some weaknesses (i.e. wearing mage armor and bandos boots, instead of a lower level boot like Mystic, will lower your magic defense but increase your ranged defense).
Armor generally has 3 things associated with them: the defense rating, life point bonus, and the class it belongs to. There are 4 classes: Melee, Magic, Ranged, and All/Hybrid. 'All' class armor will provide moderate defense but does not penalize your offense.
The last new idea is that of a "critical hit", a chance to do a large amount of damage (1.5x as much). Some weapons inherently have this stat (such as dragon claws), it can be raised by wearing amulets, rings, and capes that give critical hit bonuses. Some items only give bonuses to a certain style of attack, such as the obsidian cape boosting melee critical hit chances.
Abilities do not consume runes/ammo.
Prayer bonuses on items have been severely reduced, in some cases halfed or worse (although it appears that Prostylete was not affected).
At 70 defense, there are two options to choose from: Bandos or Barrows. Keep in mind I am not mentioning the set effects (Although I hear that Dharok is incredible). In terms of defense and life points, all of these offer the same amount. Prayer bonuses on Verac and Akrisae have been reduced to the point where the the chest piece is only a +1 over God Wars armor. Combined with the increase in upkeep for Barrows armors and it looks like Bandos/Armardyl/Subjugation are the better long term investments. At 80, Nex armor is king. They may also introduce set effects on Nex armors but I have no other info. Start your savings account now. Or wait until Player Owned Ports or whenever the lvl 85 armor will come out. Glacor boots require level 85 defense, rather than 75, making them the best in the game.
Dominion Tower gloves currently have a reflect damage effect; they reflect damage of the style they are strong against (so Goliaths reflect range).
My personal (perhaps "budget") recommendations will be bolded. Some items don't have one as it comes down to personal preference and what you can manage.
2. Melee Armor
Body/Legs/Helm: Torva > Verac = Bandos > Guthan/Torag/Dharok.
Shield: Chaotic kiteshield > Divine Spirit Shield > Blessed Spirit Shield = Bandos Warshield = Dragonfire Shield (still important w/o Super Antifires) > Dragon Kiteshield > Dragon Square Shield
The Divine does have the damage reduction, which may make it better than the Chaotic in some situations.
Gloves: Goliaths > Torva > Bandos Gloves = Culiro 10 (Barrows)
Ring: Warrior (i) > Warrior = Onyx (i) > Berserker (i) > Berserker > Tokkul-zo
Cape: Completionist > Tokhaar-Kal > Max > Fire cape > Skill cape = Quest cape > Obsidian cape > Ardougne Cloak 3
Some All class items have been included for comparison. Priority is given to critical % chances.
Boots: Steadfasts > Torva > Bandos boots > Dragon boots
Amulet: Saradomin's whisper > Amulet of fury
3. Melee WeaponsOne handed (and offhand)
Main hand: Chaotic rapier/longsword (stab/slash) > Abyssal Vine Whip (slash) > Abyssal Whip (slash) = Korasi's Sword (stab)
Offhand: Offhand Chaotic rapier/longsword (stab/slash) > Enhanced Excalibur (slash) > Dragon defender (stab)
Korasi's has higher damage than an Abyssal Whip but is 1 speed slower and is only slightly less accurate. Since Abilities often do weapon based damage, Korasi > Whip for DPS. Korasi also has a 1% crit chance.
Enhanced Excalibur now has a chance to heal you in combat. The Elite version has this healing potential doubled.
It appears that the Abyssal Vine Whip also has a passive (like it's old special attack), which should help boost dps. There are some people who want to test if vine whip +ee is a better combo than dual chaotics, so I'll keep my ears open.
The dragon defender deserves a small mention here. While not as powerful as other offhand items, it does provide some added DPS along with a defense and life point boost. (DDef is about half of a dragon dagger and half of a dragon shield, equivalent to mithril if Wikia is correct, but it combines both those bonuses into 1 slot). It has been mentioned that defenders need more love, but it remains to be seen what happens. Defenders do count as dual wielding and allow you to perform those kind of abilities.
Chaotic maul > Godsword (slash) = Zamorack Spear (stab) = Saradomin Sword (Crush)
Godswords have had a passive ability added to them. Saradomin has a chance to heal and restore prayer, Bandos lowers defense, Armadyl can hit higher, and Zamorack has a chance to stun.
4. Ranged ArmorBody/Legs/Helm: Pernix > Armadyl > Karils
Gloves: Swifts > Pernix > Armadyl = Culiro 10 (Barrows)
Amulet: Saradomin's murmur > Amulet of Ranging > Amulet of Fury
Ring: Archer (i) > Archer = Onyx (i) > Berserker (i) > Berserker > Tokkul-zo
Boots: Glaivens > Pernix > Armadyl
Shield: Eagle Eye Kiteshield > Elysian Spirit Shield > Armadyl Buckler = Dragonfire shield (ranged) > Black d'hide shield
Elysian has the soaking, which can be useful.
Cape: Completionist > Max > Ava's Alerter > Skillcape = Quest cape > Ava's Accumulator > Ardougne Cloak 3
5. Ranged WeaponsOne handed
Main hand: Chaotic crossbow > Armadyl crossbow > dragon c'bow > rune crossbow
Offhand: Offhand chaotic crossbow > offhand dragon cbow > offhand rune crossbow
Important: due to the new level based system on enchanted bolts, some of the popular high end bolts may not be fired from a rune crossbow. I 'believe' it can only fire up to Emerald tipped.
I personally do not recommend crossbows unless you either have chaotics or a lot of money. Being reduced to affordable level 50 gear is not a good idea.
Royal crossbow = Zaryte bow > Crystal Bow = Black Salamander = Karil's crossbow > dragon 2h cbow
Arrows, while more powerful than before, are largely useless for anyone who can use the above (ammo supplied or bolts)
For giggles, I have a Dark Bow to use with my Broad Arrows for when I kill guards for Jack of Trades.
Bolts are stronger the higher tier they go. In terms of pure damage bonus: royal = onyx (e) > diamond (e) = dragon (e) > ruby (e) = emerald (e) > broad = rune = bane > sapphire (e) > adamant
6. Magic ArmorBody/Legs/Head: Virtus > Gano > Akrisae = Subjugation = Ahrim
Note that Gano is the only current armor requiring lvl 75.
Gloves: Spellcaster > Virtus > Gano > Subjugation = Culiro 10 (Barrows)
Boots: Ragefires > Virtus > Gano > Subjugation
Cape: Completionist > God cloak > Max > Skillcape = Quest cape > Ardougne Cloak 3 > Soul wars cape
Ring: Seer (i) > Seer = Onyx (i) > Berserker (i) > Berserker > Tokkul-zo
Shield: Farseer kiteshield > Arcane Spirit Shield = Spectral Spirit Shield > Ward of Subjugation = Crystal shield > Dragonfire shield (magic) > Grifolic Shield
Arcane has the damage soaking, Spectral does not.
Amulet: Arcane Stream > Saradomin's Hiss > Amulet of Fury
7. Magic WeaponsOne handed
Main hand: Virtus wand > Master Wand > Ahrim's wand > Grilfolic wand > Batwing wand (I mention batwing because while it is low level, it can be crafted, rather than obtained as a rare drop. And the street price on the others are more than many players would be willing to pay)
Offhand: Ankh > Virtus book > Ahrim's book > Mage's book = Grifolic orb > Tome of Frost
Equipping a book or orb allows you to cast spells twice as fast, but at 75% strength each cast. Staves are slower but have damage increased to 150%.
The Master Wand has slightly lower accuracy than Ahrim's but has a crit chance.
(Illuminated) God books do not provide hit bonus increases but they do have armor and life point bonuses, as well as their pray bonus. They also offer critical hit chances. Because of this flip flop, I honestly don't know where they should go in the ranking.
The Ankh is a hidden reward after Do No Evil and Diamond in the Rough, requiring a boostable 80 agility. It is 25% more accurate than the VIrtus Book and can be obtained for free.
Chaotic staff > Armadyl battlestaff > Staff of light = Polypore staff
The Armadyl battlestaff still counts as an air staff but is much more accurate than the mystic version. This makes it ideal for using with high powered wind spells (or others if you have the runes). It no longer increases the casting speed of Storm of Armadyl, it increases the damage.
Polypore has its built in spell (which can be used in any spellbook, including Lunars. It shows up as an autocastable spell).
Staff of light still has the chance to save your runes.
8. All Class/MiscellaneousPossible hybrid armor:
- Amulet of Fury
- Barrows gloves
- Onyx (i), Berserker (i), Berserker, Tokkul-Zo
- Skillcape, Ardougne Cloak 3
- At the loss of more defense/life points, Dragon Rider boots still have a +2 prayer bonus and are All class.
- The God spells have been removed and replaced with Divine Storm (requires air runes)
- Milestone capes provide a defense bonus but no other stats such as critical %.
- Darklight has an accuracy of 200. Holy water will also remove a Tormented Demon's shield.
- Gear like fighter torso/hat, dwarven helm and others that gave small offensive bonuses will be largely useless, offensively.
- If Salve amulet (e)'s bonus is always active or if the crit only applies to undead. If there are no hidden bonuses, anything over Amulet of glory would be better (Even a lower amulet).
- Exactly how prayer + potions affect damage/accuracy.
- If boosts such as the slayer helm and void work on ablities or only autoattacks.
- Upgrade your main hand weapon first before you consider upgrading your offhand (offhands contribute much less to overall damage)
- If you don't have a shield and are constantly eating, get/upgrade to a shield, even if it is only to swap to in order to take advantage of the various shield-required healing abilities.
- Upgrade armor in this order (there may be some exceptions): Body, legs, helm, boots/gloves
Should you see anything that changes from what I have, please leave a comment and I'll correct it.
If you have any information or recommendations, please share :)
Thanks to B.A. Baracus for confirmation on the royal crossbow and about the change to the Armadyl battlestaff.
Edited by Levells, 27 November 2012 - 05:37 PM.