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Renegaderp

Glacor Guide

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Needed:

Do blood spells gain double damage at Glacors too?

Glacor XP rates

 

 

Glacor Hunting

Written by Renegaderp, Army of One

Special thanks to

 

 

Azzanadra: "This is it! I will call upon the full might of Zaros and end this!"

Lucien: "You think a mere human will be my undoing? Let him try to fix your precious beacon, Azzanadra, but don't expect him to survive this!"

 

 

Glacors were Lucien's last creation before he was slain by the Dragonkin in the Ritual of the Mahjarrat Grandmaster Quest. The power-hungry Mahjarrat planned to flood the entire plateau with thousands of Glacors, but thankfully they were held back (and slaughtered) by Kuradal. To this day, Glacors reside in a cavern located underneath the Ritual Site.

 

While they prefer to brood alone and as such are not aggressive towards players, they do have a diverse arsenal of special abilities to use against anyone who threatens to end their brooding time.

 

Requirements:

 

While the actual requirements to kill Glacors is just the completion of the Ritual of the Mahjarrat quest, having the right levels will greatly prolong your trips:

  • 75+ Magic for Fire Wave (95 recommended for Fire Surge)
  • 75+ Defence (90+ recommended)
  • 96+ Herblore (for Overloads)
  • 67 Summoning (Using a Steel Titan requires 99 Summoning, but gives the fastest kills per hour in the game. Other people prefer to use Pack Yaks to bank all the rune items and prolong trips. Alternatively, a Unicorn Stallion familiar at level 88 drastically prolongs your trips, and Fire/Ice/Moss titans at 79 Summoning all act as a decent mix between Healing and additional DPS)
  • 95 Prayer (For use of the Soul Split and Anguish curses)
  • Completion of the One of A Kind quest (for the Dragon Rider Amulet, which offers among the best bonuses in the game, including a +10 prayer bonus, as well as buffing the damage dealt and adrenaline gained by the Dragon Breathe Ability)
  • Full Completion of the Lumbridge & Draynor Achievement Diaries (the Explorer's Ring 4 offers free casts of the High Alchemy spell, which is useful if you aren't bringing a Pack Yak or Magic Notepaper)
  • Completion of the Seers' Village Achievement Diaries (The Enhanced Excalibur can heal you for 2,000 or 4,000 health depending on your progress with the Tasks.)
  • Completion of The World Wakes quest for the Guthix' Blessing and Sunshine abilities (Note that Metamorphosis and Rejuvinate will suffice)
  • Having a Spring Cleaner (This item is an even better alternative for people who aren't using Pack Yaks or Notepaper)
  • Unlocking the Tier-2 daily aura reset from Death (For use on your Vampyrism/Penance aura)

Notes:

  • There will be a Fairy Ring nearby (code: DKQ ) and thus banking and restocking should not be too much of a problem. The risk of not making it back to your grave in time and actually losing your items is very low.

 

Setup:

 

Armour: Sea Singer = Tectonic > Virtus > Subjugation > Ahrims > Warpriest of Saradomin/Zamorak = Dragon Rider

Subjugation+ is recommended. Ahrim's robes are not advised because despite their generous defence bonuses, everyone dies once in a while, and a single death will completely degrade all of your armour. Use a Slayer Helmet with a Hexcrest added on it if you're on a slayer task.

 

Weapon: Noxious Staff > Dual Seismics > Chaotic Staff > Virtus Wand > Armadyl Battlestaff > Staff of light > Abyssal Wand and Orb

Atleast a Staff of Light is recommended. Note that Staves are generally better than Wands at Glacors due to the constant movement.

 

Cape: Completionists > Max > TokHaar-Kal = Soul Wars Cape > Skillcape > Other

Any skillcape that provides a Prayer or Magic bonus will work.

 

Ring: Ring of Wealth = Asylum Surgeon ring > Sixth Age Circuit > Other

Rings are up to personal preferrence.

 

Aura: Penance = Vampyrism*

Both Penance and Vampyrism will make a tremendous difference in the trip.

 

Pocket slot: Any magic-boosting Scrimshaw > Sign of Death > Sign of Life > Holy Wrench

 

 

Notes:

  • Glacors are weak to Magic in general, however fire (and blood?) spells deal double damage against Glacors. It's possible to use other spells, but for all intents and purposes Fire Spells reign supreme.
  • Glacors have high accuracy against all non-POP armours. While the Soul Split curse goes a long way to healing, the use of Overload potions is highly recommended.
  • Upon entering the cavern, the residual energy left behind by the Stone of Jas will affect your character, and will grant 100% accuracy against Glacors if using Fire Spells.
  • Void, Warpriest, Dragon Rider, Ghost Hunter, etc all work at Glacors as well. However while using Subjugation robes (as well as anything upwards of tier 75) you will notice a drop in the amount of damage you take during the fight.
  • Staves are recommended over a dual-wielding setup, as you will be running around a lot and the Concentrated Blast ability will keep you still for the duration of its combo.
  • * The Runic Accuracy aura is acceptable, but at Glacors you will have close to 100% accuracy all the time, and so some feel it's a waste.

 

KNOW YOUR ENEMY

 

Glacors are level 112, and have 40,000 life points. The fight will be divided into 2 stages: the first stage being the first 20,000 hitpoints, and the second being everything from the summoning of the minions to the final blow.

 

The First Phase:

 

Note that if you use Chain as your first attack on the Glacor, it will also hit another Glacor, which is pretty bad for you. Outside of this, you cannot attack 2 Glacors at once.

 

 

The first half will be a normal fight.

 

The Glacor has two normal kinds of attacks:

 

Magic

 

When the Glacor moves its right arm up, it will fire a magical orb at you.

 

Ranged

 

When the Glacor moves its left arm up, it will launch a small ice projectile at you. Because you'll be wearing Magic-boosting gear, this attack will be dealing more damage against you than the Magic one.

 

Special Moves:

 

The Glacor only has 2 special moves during this stage:

  • Ice Stalagmite

The Glacor will push both of its hands forward, and launch a huge shard of ice at the space where you were standing. If you do not move in time, then a stalagmite will appear and instantly take away 50% of your current health.

  • Block of Ice attack

This only occurs when the Glacor is in meleeing distance of you. It will freeze you in a block of ice.

 

The Second Phase:

 

When Glacors have 20,000 hitpoints left, they become invulnerable to damage and summon 3 minions, or glacytes; each one has a special effect:

  • The Unstable Glacyte:

This puny red glacyte will have a yellow bar over its head in addition to its health bar. This yellow bar gradually turns blue, and when it does turn completely blue, the Unstable Glacyte will explode. If you stand near an Unstable Glacyte when it explodes, you will lose exactly 50% of your current lifepoints. Note that you can take damage from other people's glacytes too, so as such it's recommended to give other Glacor Hunters a wide berth.

  • The Sapping Glacyte:

Every time this glacyte attacks you, it drains a small portion of your prayer points. As such, it's recommended to safespot this glacyte so that it never even touches you.

  • The Enduring Glacyte:

The closer this Glacyte is to its parent Glacor, the more invulnerable it gets. Also, this glacyte is not aggressive, and unlike the Sapping and Unstable Glacytes, the Enduring one WILL NOT rush to attack you as soon as it's summoned. Thus, it's imperative to lure it out by attacking it once (preferably with the Chain ability so as to not waste any time)

 

 

The Glacor imbibes the special effect of the Glacyte who was killed last. As such, it's recommended to kill the Unstable Glacyte last, irregardless of setup.

 

 

 

Inventory and Strategies:

 

Non-Soul Split method:

 

Soul Split method:

 

Using Vampyrism:

 

Using Penance:

 

Using a Steel Titan (Advanced):

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(To be edited)

 

 

The first 20,000 damage you deal to the Glacor will be done normally - use your abilities, basic and threshold, to lower it's health. Once it reaches 20,000, the Glacor will become INVINCIBLE - you will be unable to damage it further, and it will spawn 3 Glacytes (which are miniature Glacor spawnlings) that will attack you. Each has 5,000 health and you must kill these before you can damage the Glacor further and kill it. There are three types, with a special ability each:

-Enduring Glacyte: Invincible when standing next to the Glacor, can only be damaged when lured out of range. The further from the Glacor the more damage you may deal to it

-Sapping Glacyte: takes 20 of your prayer points with each hit it does to you.

-Unstable Glacyte: has a timer above it's head, after which it will explode dealing high damage to both itself and anybody within a one square radius of it. This CAN damage other players attacking other Glacors.

 

When all 3 Glacytes are killed, the Glacor will inherit the ability of the Glacyte that you killed LAST, and it will be even more powerful than the Glacyte. An Enduring Glacor will receive 60% less damage. A Sapping Glacor will take 50 prayer points with each hit it deals on you. An Unstable Glacor will blow up with a 3x3 damage radius as apposed to spots adjacent to it. An Enduring Glacor should be avoided at ALL costs, as they will then take a significantly longer time to kill - thus you will both take more damage and Soul Split will heal you slower. Sapping Glacors should also be avoided as they put quite a strain on your prayer potions. Of the 3, you should aim to kill the Unstable Glacyte LAST. Certain abilities used in the right order can kill them and leave the Unstable for last very quickly.

First, click on the Enduring Glacyte as soon as it spawns and use Combust. The Glacyte will then begin to move, both moving out of range of the Glacor and take double damage from the ability. You should of run a decent distance back from the Glacor by now. Use Chain, quickly followed by Dragon's breath, with your target still as the Enduring Glacyte. It should be dead by now, with the other two on low health - if not, a simple Wrack or Sonic Wave should finish it off. Dispatch of the Sapping Glacyte in a similar fashion, and finally the Enduring. Then, return to combat with the Glacor (standing well back) and use whichever threshold is not on cooldown along with basic abilities to kill it.

 

Besides Glacytes, Glacors have three special attacks - an icicle attack, a magic freeze attack, and a melee freeze attack. The icicle attack involves the Glacor lifting both arms high and hurling a giant icicle at you. This can be easily avoided by simply moving at least one square off the spot you were standing, but if you do not you will be hit for HALF OF YOUR CURRENT LIFEPOINTS. So watch out for it. The magic freeze involves the player simply being bound to the spot for a few seconds in place of a regular attack, which can be escaped from with Freedom. This can be dangerous - if you are frozen next to the unstable Glacyte, and your Freedom is cooling down, (which is a situation that happens far more than you would think) your only method of escape is to very swiftly use either the Surge or Escape abilities. You will still be frozen but unless you are against a wall you will be quickly propelled out of the blast radius. The melee freeze is a bit different - the Glacor will very slowly and gracefully lift it's arms above it's head, and the swipe them down on you, incasing you in a block of ice. You must escape by rapidly clicking any square around you, until you break free of the ice. You will be left there indefinitely until you do, which can be quite entertaining to others. This attack is only used when in melee range of the Glacor, which should not often happen when using Magic as your combat style.

 

Rewards.

Glacors drop the tier 85 tank boots for Melee, Ranged and Magic - Steadfast, Glaiven, and Ragefire boots respectively. These fetch a nice price when sold. They also have a roughly 1/10 chance to drop a Shard of Armadyl - stackable green items that can sometimes be hard to notice on the floor. They can either be turned into Dust of Armadyl, which can be used with Pure Essence at the Air altar to make Armadyl runes (used in the Storm of Armadyl spell) or when 100 are collected at once, they combine to make an Orb of Armadyl. This, with 77 Crafting, can be placed on a regular battlestaff to make the Armadyl Battlestaff, the highest tier non-degrading weapon in RuneScape - requiring 77 Magic, it provides a nice magic bonus inbetween the Chaotic Staff and Staff of Light, and also an unlimited supply of Air runes. This makes all Air spells completely free and cuts down the cost of others. It also has a special attack, where one rapidly shoots small tornadoes out of the staff at the opponent. Regular drops include 3-dose Super Magic potions, 2-dose Prayer potions, Dragon Maces, Rune Platelegs / Plateskirts, Steam runes, noted Blue Dragonhides, Raw Sharks, Water Talismans, Rune Ore, and more.

Edited by Renegaderp

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Told you you should have posted them Army. :P

 

Edit: Just say if you need any screenshots, never killed any Glacors but this guide should help me! :P

Edited by Micael Fatia

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Do blood spells gain double damage at Glacors too?

yes

 

67 Summoning (Using a Steel Titan requires 99 Summoning, but gives the fastest kills per hour in the game. Other people prefer to use Pack Yaks to bank all the rune items and prolong trips. Alternatively, a Unicorn Stallion familiar at level 88 drastically prolongs your trips, and Fire/Ice/Moss titans at 79 Summoning all act as a decent mix between Healing and additional DPS)

Unless it's been changed recently, familiars cannot hurt Glacors. The reason Steel titans were so useful at glacors pre eoc is that they were the only way to kill all three glacytes before the time required for the Unstable to explode.

 

Jagex completely screwed up familiar targeting when they introduced the supposed "buff" to familiars, making them close to useless since you cannot make them attack the Glacytes. They will just stupidly keep hitting zeros on the Glacor.

 

Dragon Breathe Ability)

Dragon Breath

 

Full Completion of the Lumbridge & Draynor Achievement Diaries (the Explorer's Ring 4 offers free casts of the High Alchemy spell, which is useful if you aren't bringing a Pack Yak or Magic Notepaper)

Lol wat

 

Nature runes are far better if you want to bring alchs, you don't waste time needing to get out of combat

 

Rejuvinate

Rejuvenate

 

Unlocking the Tier-2 daily aura reset from Death (For use on your Vampyrism/Penance aura)

It's not an unlock. It's hardly worth spending those reaper points every time you want to extend the aura. Which, by the way, you can also do with vis wax.

 

Armour: Sea Singer = Tectonic > Virtus > Subjugation > Ahrims > Warpriest of Saradomin/Zamorak = Dragon Rider

Tectonic > Virtus > Subjugation > Void > Sea singer > Warpriest > Gano > Dragon rider > Ahrim

 

a single death will completely degrade all of your armour.

20% degrade or 10% for tectonic

 

Virtus Wand

and book!

 

TokHaar-Kal

TokHaar-Kal-Mej

 

Ring: Ring of Wealth = Asylum Surgeon ring > Sixth Age Circuit > Other

Asylum surgeon's ring >>> Ring of wealth. You can use both if you really want to tryhard but...

 

Aura: Penance = Vampyrism*

Don't forget Dark magic, Inspiration, Invigorate, or Reverence.

 

Pocket slot: Any magic-boosting Scrimshaw > Sign of Death > Sign of Life > Holy Wrench

The only scrim that boosts magic damage is the Scrimshaw of the elements. Which, by the way, is amazing.

Also, the Attacker's insignia is good, and arguably the Collector's too considering your love of the Ring of wealth

 

Upon entering the cavern, the residual energy left behind by the Stone of Jas will affect your character, and will grant 100% accuracy against Glacors if using Fire Spells.

It's actually just 4% accuracy and damage. Most of your accuracy is from your weapon.

Edited by -Leaf-

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Do blood spells gain double damage at Glacors too?

yes

 

67 Summoning (Using a Steel Titan requires 99 Summoning, but gives the fastest kills per hour in the game. Other people prefer to use Pack Yaks to bank all the rune items and prolong trips. Alternatively, a Unicorn Stallion familiar at level 88 drastically prolongs your trips, and Fire/Ice/Moss titans at 79 Summoning all act as a decent mix between Healing and additional DPS)

Unless it's been changed recently, familiars cannot hurt Glacors. The reason Steel titans were so useful at glacors pre eoc is that they were the only way to kill all three glacytes before the time required for the Unstable to explode.

 

Jagex completely screwed up familiar targeting when they introduced the supposed "buff" to familiars, making them close to useless since you cannot make them attack the Glacytes. They will just stupidly keep hitting zeros on the Glacor.

 

Dragon Breathe Ability)

Dragon Breath

 

Full Completion of the Lumbridge & Draynor Achievement Diaries (the Explorer's Ring 4 offers free casts of the High Alchemy spell, which is useful if you aren't bringing a Pack Yak or Magic Notepaper)

Lol wat

 

Nature runes are far better if you want to bring alchs, you don't waste time needing to get out of combat

 

Rejuvinate

Rejuvenate

 

Unlocking the Tier-2 daily aura reset from Death (For use on your Vampyrism/Penance aura)

It's not an unlock. It's hardly worth spending those reaper points every time you want to extend the aura. Which, by the way, you can also do with vis wax.

 

Armour: Sea Singer = Tectonic > Virtus > Subjugation > Ahrims > Warpriest of Saradomin/Zamorak = Dragon Rider

Tectonic > Virtus > Subjugation > Void > Sea singer > Warpriest > Gano > Dragon rider > Ahrim

 

a single death will completely degrade all of your armour.

20% degrade or 10% for tectonic

 

Virtus Wand

and book!

 

TokHaar-Kal

TokHaar-Kal-Mej

 

Ring: Ring of Wealth = Asylum Surgeon ring > Sixth Age Circuit > Other

Asylum surgeon's ring >>> Ring of wealth. You can use both if you really want to tryhard but...

 

Aura: Penance = Vampyrism*

Don't forget Dark magic, Inspiration, Invigorate, or Reverence.

 

Pocket slot: Any magic-boosting Scrimshaw > Sign of Death > Sign of Life > Holy Wrench

The only scrim that boosts magic damage is the Scrimshaw of the elements. Which, by the way, is amazing.

Also, the Attacker's insignia is good, and arguably the Collector's too considering your love of the Ring of wealth

 

Upon entering the cavern, the residual energy left behind by the Stone of Jas will affect your character, and will grant 100% accuracy against Glacors if using Fire Spells.

It's actually just 4% accuracy and damage. Most of your accuracy is from your weapon.

 

Woah, thanks Leaf!

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