RuneScape Discussion
- Deaths are not safe
- There are checkpoints through the run at waves 6, 11, 16, and 17.
- This front uses a chest mechanic like elite dungeons.
- Gear recommendations?
- Wave TLDR:
- Wave 1-5: Melee, soul split likely works.
- Wave 5 challenge wave. Deal 8000 damage to each.
- Wave 6-10: First Jad on wave 6. Use Ranged prayer.
- Wave 11: Two Jads.
- Wave 11-15: Magic prayer.
- Wave 16: Three Jads.
- Wave 17: Har-aken
- Wave 18: Zuk.
- 1-4- start standing east of mideast rocks,
- 6/7- start northeast, just north of the ENE rocks,
- 8- dance the west/north side of mid-NW rocks,
- 9, 11-13 and 16- start in the southeast corner,
- 14- start on the West wall, and can usually trap the mages behind SW and E rocks while I do the other 2 mages.
- Waves 1-5 the NPCs are largely melee based. Soul split or pray melee.
- Waves 6-10 can be thought of as primarily a ranged phase. Ranged prayer is probably best unless facing few at a time.
- Waves 11-15 can be thought of as the magic phase. Magic prayer is probably best unless facing few at a time.
- On wave 4 we meet the first batch of Igneous TzekHaar. These have very high defence and need to be stunned to be weakened. Following from this the extra action button will appear and there’s a short window to do 50,000 damage to Zuk or else you will need to do this wave again.
- Wave 5 is the first challenge wave, Zuk will summon 5 Volatile TzekHaar-Hur. Each has 8000 LP and if their adrenaline bar fills each remaining will hit the player for 6000 damage.
- After this challenge wave you meet your first Jad. Focus the Jad down and clear the wave. It uses the same mechanics as the Fight Cave and Fight Kiln.
- On wave 9 we meet the second batch (rangers) that require a threshold to weaken. After clearing these the extra action button appears and again there’s a short window to deal 50,000 damage to Zuk or this wave needs to be done again.
- Wave 10 is the second challenge wave presenting a single Unbreakable TzekHaar-Ket that will attack with melee. It is only damaged by attacks dealing > 3000 damage. It’s shield also deactivates while stunned, allowing use of a single ability after a stun, as well as the asphyxiate ability.
- After this wave there will be two Jads. Start with one, safe spotting the other. Regular Jad mechanics apply.
- And on wave 14 we meet the third batch (mages) that require you to stand within their shield dome to weaken. After these are cleared there’s a short time window again using the extra action button to deal 50,000 damage to Zuk.
- Wave 15 is the final challenge wave with three Fatal TzekHaar-Yt-HurKot. If not prayed against or mitigated each of these can deal up to 8,000 damage. The only objective here is survival. Blue = magic. Green = ranged. Black = typeless. They will attack 4 times. Barricade with turtling or the Malletops perk can handle this phase if timed properly.
- Wave 16 is a wave with 3 Jads. One can prayer flick accordingly or use the safe spots.
- Wave 17 is Har-aken, same mechanics as the kiln. Deal damage before it submerges, focus on tentacles otherwise. Har-Aken will have a shield that increases based on the number of tentacles present in the arena.
- Wave 18, you’re at Zuk.
- Zuk has 4 main mechanics and one game ending mechanic.
- The four main mechanics can be evaded and handled relatively easily, and in normal mode, they each occur separated by 4 auto attacks.
- The first attack is Geothermal Burn where Zuk says, “you will break beneath me!” The attack applies a magic bleed that increases over time, clear with freedom.
- The next mechanic is Sear in which he will yell “Sear!” or “Suffer!” which is one melee hit. This attack also applies a debuff that will lower max life points. To clear this either drink a super restore or run 15 tiles. Surging back and forth can clear it, which is the preferred method, but if the player leaves Zuk’s melee range, he will switch to magic attacks until he walks back up to them. After this one sip of super restore will restore your life point maximum.
- The next attack is quake and this can be known either by counting or Zuk yelling, “tremble before me”, “fall before my might” or “the earth yields to me”. The AoE quakes deal typeless damage and will apply stacks of geothermal burn if in the area. The best way to avoid this? Surge to the other side of Zuk.
- The final non-game ending attack is Empowered Magic where a projectile from above lands on the player. Barricade, resonance, and other defensives work. For those who don’t like to swap as much, something like debilitate or shield dome works nicely.
- Now when it comes to igneous rain, timing is critical. If anticipate is not active when Zuk yells “Burn!” or “Flames consume you!” you will be stunned for about 2 seconds. This is a critical time to begin moving to where the challenge NPC will spawn. We have the fortune of being dragged to a spot of Zuk’s choosing, run to about 135 degrees from your current position clockwise. This means that if you get dragged to say a 6 o’clock position you want to run to about the 10 o’clock position.
- Once here you will find an Igneous TzekHaar-Hur as in the previous waves that needs to be stunned to take it down.
- Following this Zuk will call in a ranger yelling “Rise, ashen ranger” and this one needs a threshold to weaken it.
- And for the third it’s the mage with disruption shield where you need to stand within melee distance to break the shield.
- All three of these need to be killed before Zuk’s adrenaline bar reaches full. This is about 20 seconds from the last mage appearing, and can be timed by looking at the adrenaline bar filling above Zuk. After the TzekHaar are killed, the button will appear and the sequence will start again from Geothermal burn.
- At 100,000 LP Zuk resets to Geothermal burn no matter where you were at and the fight continues to zero using the same mechanics.
- A touch on the capes and rewards
- CAPES! Magic cape is really great, 4 chances to crit, Ranged cape is a bleed unaffected by damage boosts, and the melee cape is a good buff, but the style has enough abilities, so not much value added.
- Sword is so expensive it practically doesn’t exist, but it’s working as expected, which is to say big damages.
- The book matches with the EGW theme of better than Scrim, worse than Grim. It’s the strongest of the 3, marginally, but does have the drawback of 10% increased damage.
- Quiver is ~300 hours of EGW each to create, and is QoL *only*, with next to no DPS increase, so will be a high-tier upgrade for people using bow/crossbow switching.
- Magma tempest is the biggest winner this update, synergizing very well with the Critstick.
- Ful anima not dropping in enough quantities is a known issue. It will be fixed. Likely not next week but the week after.
- Magma tempest is “doing a little too much damage” due to potion modifiers. It will be addressed along with making it more revolution friendly.
- https://twitter.com/JagexSponge/status/1453767425242112004
- Har-aken farming fix coming Monday
- Jad kills not counting for final boss KC will be fixed
- We've added new notifications for mobile for the following:
- Giant Oyster reset
- God Statues reset
- Troll Invasion reset
- Herby Werby reset
- Tears of Guthix reset
- Premier Club Gold Vault reset
- These can be toggled from the setting > notifications > notification channels
- The additional Nodon Engineer in the Nodon Front has been removed.
- Players can no longer die while standing in Death's Office.
- Fixed an issue with Shadow Pontifex ring passively working in Wen while it is stored in a Bank.
- Croesus Front - Mushrooms that are safe to climb will no longer change location.
- Balancing adjustments have been made to the Mining nodes in the Croesus encounter.
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Listener Questions
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Other Things
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- Tanykeat - 99 Archaeology, October 24, 2021
- Thelion - 200m Constitution XP, October 23, 2021
- Raxdeboo - 120 Farming, October 22, 2021
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- Dr_regi - 99 Slayer, October 21, 2021
- Drizzin - 120 Attack, October 21, 2021
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Show Data
- Episode Title: Ful Frontal With TzKal-Zuk
- Teaser: In our final Elder God Wars front we head to the Senntisten sewers to fight the TzekHaar and Zuk. It’s a traditional wave based hack and slash combat adventure with multiple Jads, safe spots, new capes, and mythical prizes for each combat style.
- Recorded Date: October 28, 2021
- Release Date: October 29, 2021
- Hosts: Shane, Tanis, Thaxy, and Zant
- Duration: 2:03:48
- Editing Notes: None