Insanely easy with obsidian armour
I just claimed a TokHaar-Kal from the Kiln using the new obsidian armour released with the Fight Cauldron, and I have to say, I almost could have done it in my sleep. Almost every monster in the Kiln dealt so little damage that I only had to use Rejuvenate three or four times, and a handful of rocktails on wave 28 when I took several special attacks from the Dills. While I used the obsidian kiteshield, I probably could have managed it with a uni and two-handed weapons. The only really hard parts were fighting all those Jads, and those aren't especially hard if you just know how to do it (where to stand per wave, and how to prayer switch Jads in general).
Right now, this article needs updating to reflect the release of the new armour. The rewrite should probably take into account that the Kiln is now really easy for high-levels (I'm almost maxed combat) with obsidian armor. --Andorin (Talk) (Contribs) 04:51, December 5, 2012 (UTC)
January EOC revamp made using obsidian armor less easy to use. Armor seems to deteriorate much faster now, making its acquisition and use less profitable. 188.8.131.52 16:59, February 3, 2013 (UTC)
And the recent EoC changes to obsidian armour put it back at hilariously easy status. The entire strategy guide needs rewriting. I saw it, and decided the only thing that was even slightly usable was the invo setup and the monsters that spawn on each wave. I might do it myself, but at the moment I am currently quite busy, if it can wait a few days I can probably fit the time in to rewrite it. If not, anyone else is welcome to. CyrithRS (talk) 07:47, March 25, 2013 (UTC)
Steel titan's Steel of Legends scroll seems like it was severely weakened recently (Feb 2013). Where the damage TokHaar-Ket-Dill used to be in the hundreds at 4x, I seem to be getting repeated 4 misses, wasting tons of scrolls. Sanctumanon (talk) 17:05, February 3, 2013 (UTC)
Warpriest VS. Obsidian
The strategy page recommends using Warpriest over Obsidian which is a pretty bad suggestion.
In terms of pure defense, Warpriest provides higher block chances than Obsidian. Warpriest is level 75 hybrid gear and Obsidian is level 60 class all gear. This suggests that there is a significant 15-level gap between the two, but class all gear is actually much better than hybrid gear and Obsidian is only slightly worse than Warpriest in this regard.
However, Obsidian armour has two passive effects: one is a 45% damage reduction. Warpriest also has a passive damage reduction of about 6.6% for the full set (6% chance at 90% reduction). The other is a 10% accuracy boost.
Obsidian armour is probably superior to Warpriest because of these effects. There's only a slight difference in armour values which the passive effect should more than make up for. However, even completely ignoring Obsidian, there's another reason why the current recommendation is misguided.
This reason is that warpriest as hybrid gear is actually inferior to non-hybrid gear. Looking at only the helmet, boots and gloves, they provide a uniform 18% block chance against all styles (for a level 150 combat enemy). However, a Tetsu Helmet, Virtus Gloves and Glaiven Boots provide a 31% block chance versus all styles! This near-doubling of the block chance is clearly superior to the 3-6% passive damage reduction ability of Warpriest.
So even ignoring the purpose-made Obsidian armour, Warpriest still is not the best armour for this minigame!
184.108.40.206 17:19, September 7, 2013 (UTC)
This article is severely outdated and does not take into account the use of constitution crystals. I'd change it but the people who run this object to anything actually efficient or useful. First off, mage crystals are horrible. I used one once at boss fight and it took me far longer to do than if I had used no crystals. Second, constitution crystals should be used on wave 28, 34, and 37. The reason for this is fairly obvious. On wave 28 you are getting constantly attacked by dills and this allows you to ignore their stomping attacks and simply attack them with your pickaxe. Also, if you are fast enough, the crystal will last until wave 30 or possibly even into wave 31 in which you will not have to worry about prayer swaps at jad. The second crystal should be used on wave 34 in order to ensure successful jads in waves 34-36. However, on wave 36 users should be cautions as 2 jad hits can possibly hit more than the life bonus in which the crystal provides. And on wave 37, you have better things to worry about than your health. Secondly, the invulnerability crystals should be used on 10, 20, and 30(if needed). This ensures a successful jad which is probably the most likely failing point of people in the kiln. All the other crystals are generally useless and should not be considered when doing the kiln. Secondly, the action bar setup is horrible. Unless you are low level, the only style you should be using is mage. It hits through almost everything fairly easily and really decreases the difficulty of the kiln. Melee should only be used by those with less than 90 mage. Also, don't overplay the difficulty of the kiln. Most people are unreasonably scared of the kiln because of the difficulty of the jad fight in the caves. With low requirements and gear, a low level could do the kiln without severe difficulty if they use the safespots especially if they allocate the crystals properly. Feel free to make the suggested changes as they have really helped me over my time in the kiln Source: 70+ kiln runs220.127.116.11 23:44, April 22, 2014 (UTC)
Edit to wave chart
Last time I did kiln (first time as well) I couldn't focus on the kiln as well as trying to find my wave in the wiki chart, so if anyone knows how to change it into a checklist, that may be helpful for new players. After one run I basically know where to stand, but that first run was somewhat annoying.
Optimal positioning quick-guide
I had this up on a notepad on the side while doing the kiln, if it helps anyone else.
Important crystals (Invulnerability, restoration, constitution) spawn *after defeating* waves 1, 3, 11, 13, 15, 23, 25, 27, 35.
Always stand on the north side, eastern part of the central rock. Attacking enemies that are out of range, including around corners, will make you move an extra, unnecessary square when closing the gap.
X -> Y: These are mostly melee waves, safespot at the next position after things have moved closer or after dealing with any rangers
WAVE 1-20: Southern L-shaped rock
ALL REMAINING WAVES EXCEPT 21 and 28: Start at central rock
KRAKEN: Avoid clusters of tentacles
WAVE 1-20: L-shaped rock in the southern part of the map
WAVE 21: Run around -> any rock other than central / Alternatively just tank them
WAVE 22-24: Central rock -> safespot at northeast rock
WAVE 25-27: Central rock
WAVE 28*: Far northwestern corner -> northeast rock
WAVE 29: Central rock -> safespot at northeast rock
WAVE 30-31: Central rock
WAVE 32: Central rock -> south side of east rock
WAVE 33-36*: Central rock
KRAKEN: Go to wherever has the least tentacles attacking (~10 square range), pick them off. Tentacles that can't attack you for a while will despawn. Make sure to farm adrenaline to ult the kraken when he comes up.
[*]WAVE 28: Safespot dills on the ket-zek then move to the east side of the northeast rock after it's dead
[*]WAVE 35: Central rock; the spawns on this wave are a little complex. Use the normal spot or stand on the west side of it; if using the normal spot beware the jad will attack immediately. 18.104.22.168 01:15, May 27, 2018 (UTC)