Talk:Waterfiend

I think someone should add a section on some commons strategies used when killing these. I would do so myself, but I haven't gotten around to killing any. Aquilae 08:06, 16 May 2008 (UTC)

Healing
Could i use guthans over there?? Like the chaos tunnels for healing. I think they are not aggressive there.

I can also use summoning for the extra combat bonus.

Is that good?

20:33, 10 July 2008 (UTC)

They are, and you get hit a lot, very quickly. There are unaggressive weaker monsters in nearby rooms, like turoths and earth warriors, but I've tried both places and the cavern is far better.

Ranged attack extremely accurate?
They are not any more accurate than their magic attacks. Its just that their ranged attack is also magic based, therefore if you were wearing torags their attack will easily get through your armor. 124.104.94.244 03:28, 11 September 2008 (UTC)

Video
Haha, that video has epic music. I recognize the second song track, but I forget where I heard it... 15:48, 10 June 2009 (UTC)
 * Never mind. The first track, I believe, is from Hidden Village in Twilight Princess, and the second song is from Kirby! 15:51, 10 June 2009 (UTC)
 * I don't recognise the first one (0:00 - 2:06 ish), I don't think its from TP (not Hidden Village anyway, might be a cutscene or a remix of a Zelda theme, sounds kinda familiar). Second one (2:07 - 3:48) is Kirby: Fountain of Dreams from Super Smash Bros. Melee (and returns in Brawl); abruptly (3:49 - 6:42) changes to Gormet Race from Brawl (the metal-style remix). Woot for video game nerdiness =D 16:48, 10 June 2009 (UTC)

Ice Plateau Fortress
They seem to have some extra drops compared the ancient cavern ones so far Got: Sara and Zammy brew (1) and 25 cannonballs and drop 2 charms instead of 1, with a reduced drop rate. dont know how to add this to the drop table so i'll let a more regular contributer do it 131.183.226.242 19:14, December 4, 2009 (UTC)


 * I frequently kill waterfiends in pursuit of 99 summoning, so I'll try and gather some charm rate info from them. For comparison with maxed melee, super attack and strength pots, dwarven helm, sara sword, karils, zammy cape (no fire cape), fury, barrows gloves, and dragon boots I average about 80 crimson charms per hour in ancient caverns. I'm currently trying the same outfit with sgs, but after that I'll try them at the ice plateau fortress. 20:45, December 4, 2009 (UTC)


 * They are awful for charms - with the same setup as above, I only got 40 crimson charms per hour. 02:50, December 5, 2009 (UTC)
 * I don't know what you were doing, but I can get 40 crimson charms in about 25 minutes. ItsAlexPan 20:17, December 22, 2009 (UTC)


 * I don't know what you were doing Alex, but I agree with To3cutt3r. I spent 10 minutes slaying them (killed 19 in that time) and I got 6 crimson charms. Thats a drop rate of ~31.5% if they were regular, and only ~15.8% at 2 crimsons per fiend. Alex, maybe I was just doing things wrong; if you could tell me what you were wearing / using, I might have better results. Cheers, Penderwyll 20:02, December 23, 2009 (UTC)


 * My mistake, I forgot this was about Ice Plateau Fortress >.<. I was thinking of Ancient Caverns. http://images2.wikia.nocookie.net/runescape/images/3/33/Crimson_charm.gif Its Alex Pan 18:53, December 28, 2009 (UTC)

Weapon?
On the strategy section, it was changed to a sarasword being better over a sgs. Shouldn't the sgs be better? 23:54, December 16, 2009 (UTC)


 * The debate over weapons (SS, Z Spear and SGS) is largely a matter of personal preference. I prefer a fast weapon, which allows more damage in general due to getting more hits in. Naturally, the SGS has a way better special attack, but its also much slower. Further, the cost of the SGS makes it a much weaker choice for the vast majority of players than a weapon such as the SS or Spear. In terms of exp per hour, I have no idea though I'd be surprised if there was a large difference (greater than 50k exp) between the two. Cheers, Penderwyll 00:16, December 17, 2009 (UTC)
 * In the weapons section, I have noticed the Chaotic maul was removed from first. Not only that it was removed from the entire page! I have a chaotic maul and use for crushing the waterfiends all the time and would argue it needs to be first on the list. #1 - being that it has the highest crush bonus of any weapon in runescape (to which waterfiends are very weak). #2 - being it is the strongest weapon in runescape. It has the drawback of being as slow as a gs but I still believe it more than makes up for it in strength and attack bonuses. After comparing to a ss and a zammy spear, I typically average about 30-40% more waterfiends per hour. I'm not about to change the list though unless I get some more support. Teh Chicken 08:14, July 7, 2010 (UTC)
 * I have no idea why it would have been removed, but I'd say you should add it back. 08:17, July 7, 2010 (UTC)
 * I have no idea why it would have been removed, but I'd say you should add it back. 08:17, July 7, 2010 (UTC)

Chaos Tunnels
I'm comparing the charm drop rate at Chaos Tunnels to Ancient Caverns using my slayer tasks.

By the way, since it seems pretty uncommon for people to go to Chaos Tunnels for Waterfiends, you can bypass the "piling". If you stand in the room with the Fire Elementals next to the Waterfiends' room, and stand there for 10 minutes, the Waterfiends will become unaggressive. Log out and back in, then walk into the Waterfiends' room - they will be unaggressive. Regardless of the charm drop rate,I've been noticing more charms/hour in Chaos Tunnels than in Ancient Caverns - less crowded, more density in spawns, the ability to use combat familiars.

http://images2.wikia.nocookie.net/runescape/images/3/33/Crimson_charm.gif   Its Alex Pan 16:01, February 7, 2010 (UTC)

Fire Cape Not First?
Whoever does all the equipment tiers is just dumb as hell. I can understand putting a fire cape in second if you're extremely biased for prayer bonus, but dead last is just stupid. Berserker ring and it's imbued version aren't even mentioned in the rings section, and considering this is a monster that you sacrifice your weapon of choice for a good crush bonus just exaggerates the need for more strength bonus. I think it would be helpful if someone noted that prayer/defence is helpful if you want to sit in one place for longer, but that strength (and attack to an extent) is more important if you want to get more kills/experience/charms per hour. HxC Ferret 01:54, February 12, 2010 (UTC)
 * I know from experience prayer bonus is a lot more helpful than strength bonus. 01:59, February 12, 2010 (UTC)

What you think is better is also an opinion. Not everyone's time is worth nothing. HxC Ferret 03:56, February 12, 2010 (UTC)

Proposal: Remove tiers - I'd personally abolish the tiers thing and simply list useful items for each slot and discuss why they are useful - and, importantly, let the reader decide what to use. This should also hopefully make the article more neutral. 14:35, February 12, 2010 (UTC)

My thoughts exactly, Gaz. HxC Ferret 02:42, February 13, 2010 (UTC)

Change in charm drop rates...
I've been killing waterfiends for a long time. I used to get around 120 crims, 1-5 gold+green+blue, every trip. More recently (with higher prayer and stats) I've been getting about 160 crims, about 20 golds, 1-5 green+blue. So it would seem to me that golds are more common and crimsons could possibly be less common. Anyone else getting this result? -- 13:13, February 19, 2010 (UTC)

Using ranged against them
Are ranged attacks any good against waterfiends, and if not, wouldn't the range bonus that high magic defence armour gives make up for their high defence? Ziggy 94 16:10, March 1, 2010 (UTC)


 * Range does work, though not as well as melee. I've seen it used occasionally by high level people in the ancient caverns, usually because they don't feel like getting more melee exp. Its slower (obviously) since you can attack with melee quite rapidly using a Z Spear or SS, but its a valid choice if you prefer to range. I'd suggest high level bolts though, emerald enchanted or above. I haven't actually tried this method though, so feel free to experiment. Cheers, Penderwyll 19:28, March 1, 2010 (UTC)
 * Additionally, I have seen range be used to safespot waterfiends after they become unagressive by trapping them using a longrange setting. -Anon
 * Additionally, I have seen range be used to safespot waterfiends after they become unagressive by trapping them using a longrange setting. -Anon

Godsword question
Godswords give +80 to crush (to which waterfiends are weak) but +132 to slash, a significant difference. Which is better against waterfiends? -- 05:16, April 19, 2010 (UTC)
 * You pretty much have to use crush on waterfiends if you want to kill them efficiently. +80 crush would be better than +132 slash since waterfiends are so resistant to slash. 05:27, April 19, 2010 (UTC)
 * As I recall, the best weapon to use against them is a Zamorak spear, but I've heard that if that's not avaliable, a Barrelchest anchor anchor performs surprisingly well. 08:18, July 7, 2010 (UTC)

Prayer Flashing
Hey, I was just reading the article through and i noticed that under strategies there was nothing about prayer flashing, which I've found to be extremely efficient, especially since it saves a ton of money (I use about 3 prayer potions per bunyip pouch, not sure what someone would normally use if they just kept it on the whole time they were killing these but i'm guessing it would be significantly higher, probably 8-10+). Anyone else think it would be a good idea to put that up? The timing I use is turn it on right as the hit splash appears on me, and turning it off on the next game click. It works every time if i time it right; it seems that the attack animation of the waterfiends is so long that it starts right as the last attack hits. Arkenemyste7 03:41, May 18, 2010 (UTC) 03:39, May 18, 2010 (UTC)

dragonfire shield question
i was being an idiot the otherday and decharged my dfs and i went to waterfiends... then when i realized that my dfs was uncharged (i am very forgetful) i went to charge it and came back, i found they hit me a whole lot less with a full dfs, someone care to explain? Masterx3829 14:20, August 3, 2010 (UTC)

Drop table for this article is not complete
Specifically in the herbs section. Current it says they only drop Dwarf and Ranarr Weeds.

I am at Waterfiends now and I can confirm they drop Marrentill, Tarromin, Kwuarm and Irit too. Most likely many other varieties as well.


 * Then edit it to reflect that. ( 04:47, September 20, 2010 (UTC)
 * @Above - Yeah I would, but not too familar on editing the wiki, and knowing my past attempts, it would be a poor edit. So I am just notifying others so it can be fixed properly.
 * I could edit it for you, but first I'd have to know if these drops are noted/unnoted, what the quantity one drop is, if it's at Ghorrock or not, and what their rarity is. 05:17, September 20, 2010 (UTC)
 * @Above - Sure, (Guam is also a drop just got it) They are not noted. and they are always Grimy, they are always in 1 quantity and it is not at Ghorrock. I would like to say the Marrentill, Tarromin, and Guam are fairly common to uncommon and the Irit Kwuarm Dwarf, Ranarr, in the uncommon to semi rare category.
 * Thanks.
 * They only drop one herb at a time, noted? Are you sure? 05:33, September 20, 2010 (UTC)
 * @Above - See above, "not noted" and only one they can drop 2 herbs in one drop but what I meant is, is that they will never drop more than 1 of each type of herb (as in they are noted and you get 3 - 5 herbs or something like that).
 * Make sense? sorry english is not my first language so my sentences might be a bit botched at times.
 * Alrighty, I fixed it for you. (: 05:45, September 20, 2010 (UTC)
 * @Urban - Thanks.
 * Make sense? sorry english is not my first language so my sentences might be a bit botched at times.
 * Alrighty, I fixed it for you. (: 05:45, September 20, 2010 (UTC)
 * @Urban - Thanks.
 * @Urban - Thanks.
 * @Urban - Thanks.