Super helpfull bro, ive heard ppl talking bout how weird it is to use tumeken but with ur explanation it seems very doable. Cant wait to try this out! Thanks!
@@ItsJoebie I don't suppose you could show you starting a phase on the 12:0 cycle starting with the specs and then long range? I'm really struggling starting it off with the long range, i feel off tick doing so. Please
@@SingledRS I didnt show phase starts because i felt like the guide was already getting too long. I usually just hammer once or twice and then just stand left of middle until head turns to mage side. Then get into cycle. If you only hammer once this usually puts you into cycle starting on '1' assuming you didnt miss any ticks.
thx for this vid man. when I first got my shadow and saw this I was like yea no way Im trying this method looks way too much haha. But almost an hour later, I pretty much got it nailed down. good stuff.
Something thats helping me a lot has been labelling the 8/12 tiles you fire on in your gif/video, although it's overkill and you can stand on less specific tiles. I start by firing or predicting a head turn on whichever side im on then count from the tile I shot from, for example for long range on 12:0 I have it labelled as 4, I then run to 5 which is mage side, 6 in middle, then melee side into 7 drag which you have labelled as 2. It probably looks ridiculous for better cox players but as a complete noob with 0 solo experience I can now get 5+ cycles with no damage if im not throwing
insane method. do you think it's possible to find a method for shadow with some tick loss (maybe 5.3 tick or below) that's the same on both sides, and reduces either the movement or the accurate/longrange switching a bit? just for slightly more reclined gaming
you explained 8:1 perfectly, however 12:0 was kinda dull, u started from 2, not from one, hand kill was too short for the cycle to repeat. Kinda sad, could have put more time into it and done it on CM so it goes for a bit longer, but it's still best guide i've seen yet
There isn't any point in the cycle you're required to start at on either side, so I'm not really sure what the concern is other than being similar to how he started 12:0 in this particular clip
Are you using thralls? You really need to be using thralls or else you will struggle with the head not turning. Sorry if I didnt mention this in the video and good luck!
I believe you do chance a special every other cycle, but in my experience its rarely teleports. The mage hand dies so fast with shadow that you only do 2-3 8:1 cycles before its dead and even if you do happen to get unlucky teleports then you can keep dpsing with shadow as you run to them and then get right back into cycle. So to answer your question, no, theres no set cycle or anything you need to worry about getting into at least that i know of. Good luck!
proper phase start will put you on a cycle where the tanked hit is auto attack...proper starts are important when you aren't using thralls since the head won't turn to the mage side(will stall mid) if the turn happens instead of auto attack. Which means it's 50/50 there of getting auto(insted of empty) or specs. doing 8:1 once you're in correct cycle it will stay like that doing 12:0 the olms cycle move each time you do your mage cycle so you will eventually tank specs
Hoping anyone can help. The 12:0 cycle works fine for me, but in the 8:1 cycle, Olm's head doesn't always turn to the left after the long range attack, roughly 50% of the time. It's the same timing for the long range attack in the 12:0 cycle, I have no idea why that cycle works but not the 8:1. Any ideas?
@@ItsJoebie Ah right, will do when I get a bit more comfortable with staff. But are you saying that there is a risk of the head not turning even though the long range attack doesn't splash?
12:0 doesnt work on the other side because of the way you get dragged in when you click on the mage hand. It just doesnt drag you the same way when olm is on the 8:1 side, not sure why.
appreciate the guide man I replayed this over n over for 2hrs till I got it down
Super helpfull bro, ive heard ppl talking bout how weird it is to use tumeken but with ur explanation it seems very doable. Cant wait to try this out! Thanks!
Very detailed guide, honestly really helpful guide, can't wait to try it out. Thanks for your efforts :)
Thanks for the kind words, good luck!!
@@ItsJoebie I don't suppose you could show you starting a phase on the 12:0 cycle starting with the specs and then long range? I'm really struggling starting it off with the long range, i feel off tick doing so. Please
@@SingledRS I didnt show phase starts because i felt like the guide was already getting too long. I usually just hammer once or twice and then just stand left of middle until head turns to mage side. Then get into cycle. If you only hammer once this usually puts you into cycle starting on '1' assuming you didnt miss any ticks.
@@ItsJoebie Yeah that makes sense, i suppose it's just trial and error, i'll give it a go :) ty
The fuck??? Not the best teacher in the world. Dude u helped out a ton thanks alot man.
Glad i could help my guy, gl out there.
This guide is sick af. the streamables weren't clicking for me
Very good explanation, was able to figure it out first try in a solo CM. Thanks!
thx for this vid man. when I first got my shadow and saw this I was like yea no way Im trying this method looks way too much haha. But almost an hour later, I pretty much got it nailed down. good stuff.
Something thats helping me a lot has been labelling the 8/12 tiles you fire on in your gif/video, although it's overkill and you can stand on less specific tiles. I start by firing or predicting a head turn on whichever side im on then count from the tile I shot from, for example for long range on 12:0 I have it labelled as 4, I then run to 5 which is mage side, 6 in middle, then melee side into 7 drag which you have labelled as 2. It probably looks ridiculous for better cox players but as a complete noob with 0 solo experience I can now get 5+ cycles with no damage if im not throwing
Would you be able to share these tiles or even a screen shot? I'm here for the overkill tile markers. They really help me
insane method. do you think it's possible to find a method for shadow with some tick loss (maybe 5.3 tick or below) that's the same on both sides, and reduces either the movement or the accurate/longrange switching a bit? just for slightly more reclined gaming
No, you'd just bring a trident at that point
you explained 8:1 perfectly, however 12:0 was kinda dull, u started from 2, not from one, hand kill was too short for the cycle to repeat. Kinda sad, could have put more time into it and done it on CM so it goes for a bit longer, but it's still best guide i've seen yet
There isn't any point in the cycle you're required to start at on either side, so I'm not really sure what the concern is other than being similar to how he started 12:0 in this particular clip
Great help. Thanks
Thank you for the info! Going to try to learn this in my runs
Great video!!!
Great guide thanks man. The tile markers need [ ] at the start and end tho, might cause some confusion because you cant import them as they are atm.
Thank you so much! The pastebin has been changed.
Appreciate the guide but would've love to see examples without interruptions
Thanks for the feedback, check the description of the video for a couple .gifs of the two cycles on repeat and without interruptions!
@@ItsJoebie thank you!
FYI these links are broken now@@ItsJoebie
is there a reason you started on 2 at 12:0? and what if you mess up the cycle how do you get back in?
Great guide, you should have included phase starts when dwh 1 or 2 times.
Thanks for the feedback, I didnt include that type of stuff because i felt like the guide was already getting pretty lengthy and ramble-y.
i paste binned the tiles but will they only show in normal cox or will they show up for cm olm as well?
Thanks
i get troubles on 8:1 cycle, when i long range and run all the way, olm head doesnt turn even though i hit. am i doing something wrong?
Are you using thralls? You really need to be using thralls or else you will struggle with the head not turning. Sorry if I didnt mention this in the video and good luck!
Using 8:1 and tanking that hit is it RNG based that you may or may not get specialed or you also have to be in a certain cycle within a cycle?
I believe you do chance a special every other cycle, but in my experience its rarely teleports. The mage hand dies so fast with shadow that you only do 2-3 8:1 cycles before its dead and even if you do happen to get unlucky teleports then you can keep dpsing with shadow as you run to them and then get right back into cycle.
So to answer your question, no, theres no set cycle or anything you need to worry about getting into at least that i know of. Good luck!
@@ItsJoebie Thanks, awesome guide btw well done :)
proper phase start will put you on a cycle where the tanked hit is auto attack...proper starts are important when you aren't using thralls since the head won't turn to the mage side(will stall mid) if the turn happens instead of auto attack. Which means it's 50/50 there of getting auto(insted of empty) or specs.
doing 8:1 once you're in correct cycle it will stay like that
doing 12:0 the olms cycle move each time you do your mage cycle so you will eventually tank specs
Hoping anyone can help. The 12:0 cycle works fine for me, but in the 8:1 cycle, Olm's head doesn't always turn to the left after the long range attack, roughly 50% of the time. It's the same timing for the long range attack in the 12:0 cycle, I have no idea why that cycle works but not the 8:1. Any ideas?
I didnt mention it in the video, but you should use thralls when using shadow. It makes the head turn just about every time.
@@ItsJoebie Ah right, will do when I get a bit more comfortable with staff. But are you saying that there is a risk of the head not turning even though the long range attack doesn't splash?
@@sjograas I believe it has to do with the slow travel speed of the shadow projectile.
Just to confirm, exactly this. Shadow without thralls doesn't work. Projectile is too delayed@@ItsJoebie
Can you do whole method on long range?
No, you need to intentionally shorten the range of the shadow so that it pulls you around onto the right tiles to avoid olms attacks.
@@ItsJoebieah trying to learn but boy it feels clunky
Can you use 8:1 on both sides since it doesn't use the pull hit?
Yes, I suppose you could. I haven't tried it but i see no reason why that wouldn't work.
fuck yes ty brother
what if you splash and he doesnt turn to the mage side?
I use, and heavily suggest that you also use thralls. It keeps the head turning 99.999% of the time.
@@ItsJoebie thx
do you have a pastein for the tilemarkers?
im going to try to get that tonight for ya. stay tuned.
tiles are in the description now but here is a link as well pastebin.com/qMRv438J
that pastebin was broken didnt include some brackets that were needed here is a updated and correct one pastebin.com/R23d6a3d
why would 12:0 not work on both sides?
12:0 doesnt work on the other side because of the way you get dragged in when you click on the mage hand. It just doesnt drag you the same way when olm is on the 8:1 side, not sure why.
@@ItsJoebie pathing isnt same when olm is east/west. basic pathing mechanics of rs.. they dont mirror exactly
any tile marker exports?
Hey, sorry i didnt even think of doing that. Ill try to remember to do that tomorrow for ya. Stay tuned.
tiles are in the description now but here is a link as well pastebin.com/qMRv438J
that pastebin was broken didnt include some brackets that were needed here is a updated and correct one pastebin.com/R23d6a3d
Tim
This looks way too annoying, I will just use my sang staff and do a nice and easy run
can't fuckin hear you