If you're looking for Colosseum setups, plugins, tiles, ID's etc, check the !colplugins and !colsetups command on my stream: www.twitch.tv/aatykon Quick Updated F.A.Q: - I'm now bringing a blessing because I'm comfier on the switches! When I swap to 8-way range down the road I might drop it again. - We've swapped to 4 way magic to guarantee melee dies, no rng involved anymore. - I dropped various extra food items in favor of two guthix rests for easier tickeating, I may drop these for 8-way range down the road. - Chally/DDS are considered worse than a Scythe hit on grapple + claw after, or just not worth the space. - DWH has been dropped in favor of Mace since it's helps on wave starts and guarantees 4t kill on ranger, DWH still ~5s save on boss but for now its dropped. - Soul runes are smuggled in via Shadow to save an invent spot. Best pace I've seen comes out to a s17, but wave 2 & 4 skips together slow the conversion of runs down, and rng with the Modifiers can be rough. Wave splits on the "Fortis Colosseum" Plugin are now shown on the left of screen which help to track expected times. Anything s11 into Wave 10 is pretty decent ~2 mins for 10 & 11 for s15 into boss, then s2 boss on good runs!
Aaty and kirby everytime because Gno is insufferable and arrogant aaty and kirby are animals at the game but always willing to help the community get better Gno is just a ego prick
Big gzz! Your guides helped me beat the inferno for the first time and here we go again, im probably 20 something deaths into this lol. When i die alot throwing attempts at the Colosseum i just watch one of your videos on it and i flip my switch and am ready to hop back in. I genuinely appreciate your time and effort into making videos for the rest of us plebs, tyty.
52 attempts for my first infernal cape, and I have to give credit where credits due. You instilled a no nonsense approach to the waves, gave great solves in each fcf, and I got my first cape. 2 hours flat (2:00:08), didn’t milk sgs or eldritch, no justi, and I had 6 restores going into triples. Took a jad hit during zuk, but it’s over!!!!
Had 21 hp after healers and a set spawning in 30 seconds afterwards with zuk at 496 hp, but I mowed the ranger down on the first set and had very good shield hp. Good tbow rng and I did it. Ty!!!!!
I have a question, in your Col resources and most of what I've heard from other people, why is magic recommended over range for first kc? Is it so you can blood barrage? I heard death charge and LB give more healing if you have SGS than blood barrage so was just curious.
Barrage mostly, no stress with pot supplies (just bring a heart), higher accuracy for freezing trouble minions/fremmys, SGS can still hit 0, less Range Switches required compared to Mage Switches so you save invent space, allows Ely for run souths.
When you had the ranger-ranger-manti with mage first stacks on a couple waves, does that off tick you did onky work while manti is charging? I dont fully understand how it offticks from just seeing it
@@bradl6441 ah yeah this is good tech - assuming manticore + x npc sees you same time, all im doing is starting manticore cycle while also hiding behind pillar to delay the x npc by 1 tick, pushing it onto the "6th" tick of the 10 tick manticore cycle, this means if its ranger + manti and its mage manti, it's now flickable, if its range manti i just hide again and reset so its on-tick. tldr: offset npc by 1 tick so it aligns with the opposite color manticore.
OK, I understand.. so step back behind 1 tick before x npc attacks so that by the time you step out again it's on that '6th tick'. Nice! Ty for the explanation, I will use that moving into the collo speeds for my GM back 💪
Because... The Fremmy Mager gets one-shot (they take max hits in correct styles). Inferno NPC's have less HP and Defence, making chins superior and Venator have less HP to work through/less bounce targets. Inferno is more optimised such that 1 inventory slot in the form of Venator isn't as viable. Inferno recently got updated plugin thing that colors dead NPC's, venator bounces do not work well with the plugin. Venator just doesn't have as many useful setups/use cases compared to Colosseum due to the starting positions and player ability to instantly on-tick npcs (they have time to drag to good spots in Col, but don't move cus los for Inferno. There's even more to it but thats already 5 major reasons why it just doesn't quite cut it.
Yeah s17:30 a nice goal rn, every 30s is pretty big in the early 1-2 weeks. s17 can defo happen, paced for it once or twice as have a few others. w2 & 4 skip rng isn't in favor though, very painful to reset for 5 hours of every day.
If you're looking for Colosseum setups, plugins, tiles, ID's etc, check the !colplugins and !colsetups command on my stream: www.twitch.tv/aatykon
Quick Updated F.A.Q:
- I'm now bringing a blessing because I'm comfier on the switches! When I swap to 8-way range down the road I might drop it again.
- We've swapped to 4 way magic to guarantee melee dies, no rng involved anymore.
- I dropped various extra food items in favor of two guthix rests for easier tickeating, I may drop these for 8-way range down the road.
- Chally/DDS are considered worse than a Scythe hit on grapple + claw after, or just not worth the space.
- DWH has been dropped in favor of Mace since it's helps on wave starts and guarantees 4t kill on ranger, DWH still ~5s save on boss but for now its dropped.
- Soul runes are smuggled in via Shadow to save an invent spot.
Best pace I've seen comes out to a s17, but wave 2 & 4 skips together slow the conversion of runs down, and rng with the Modifiers can be rough.
Wave splits on the "Fortis Colosseum" Plugin are now shown on the left of screen which help to track expected times. Anything s11 into Wave 10 is pretty decent ~2 mins for 10 & 11 for s15 into boss, then s2 boss on good runs!
The scythe measuring contest between aaty, gnomonkey, and kirby continues 😂
lol
Aaty and kirby everytime because Gno is insufferable and arrogant aaty and kirby are animals at the game but always willing to help the community get better Gno is just a ego prick
@@kylejones1532Facts
Big gzz! Your guides helped me beat the inferno for the first time and here we go again, im probably 20 something deaths into this lol. When i die alot throwing attempts at the Colosseum i just watch one of your videos on it and i flip my switch and am ready to hop back in. I genuinely appreciate your time and effort into making videos for the rest of us plebs, tyty.
52 attempts for my first infernal cape, and I have to give credit where credits due. You instilled a no nonsense approach to the waves, gave great solves in each fcf, and I got my first cape. 2 hours flat (2:00:08), didn’t milk sgs or eldritch, no justi, and I had 6 restores going into triples.
Took a jad hit during zuk, but it’s over!!!!
Had 21 hp after healers and a set spawning in 30 seconds afterwards with zuk at 496 hp, but I mowed the ranger down on the first set and had very good shield hp. Good tbow rng and I did it. Ty!!!!!
VEnator bow tech paid off
I'd be on about wave 3 at 17:46
I have a question, in your Col resources and most of what I've heard from other people, why is magic recommended over range for first kc? Is it so you can blood barrage? I heard death charge and LB give more healing if you have SGS than blood barrage so was just curious.
Barrage mostly, no stress with pot supplies (just bring a heart), higher accuracy for freezing trouble minions/fremmys, SGS can still hit 0, less Range Switches required compared to Mage Switches so you save invent space, allows Ely for run souths.
@@aatykonthat makes sense, so mage is a lot better than my 6 way range with 1 way sang staff? If I'm just going for 1 completion?
@kilbornagon Myopia doesn't affect barraging which is pretty huge for 1st kc.
Anyone telling you to go mage assumes you have a shadow. If not I would go bofa/tbow
@@Fusion97K that is the best thing about magic in coliseum. Otherwise it is incredibly slow and gets less health return than using a blood fury.
How did the offtick at 13:38 work with the manti in the middle ?
I think the manti will delay its attack if you are already being attacked
When you had the ranger-ranger-manti with mage first stacks on a couple waves, does that off tick you did onky work while manti is charging? I dont fully understand how it offticks from just seeing it
could you timestamp me so i can check the wave
5:45
I think you do it a couple of times throughout the colloseum, whatever it is I like it 👌
@@bradl6441 ah yeah this is good tech - assuming manticore + x npc sees you same time, all im doing is starting manticore cycle while also hiding behind pillar to delay the x npc by 1 tick, pushing it onto the "6th" tick of the 10 tick manticore cycle, this means if its ranger + manti and its mage manti, it's now flickable, if its range manti i just hide again and reset so its on-tick.
tldr: offset npc by 1 tick so it aligns with the opposite color manticore.
OK, I understand.. so step back behind 1 tick before x npc attacks so that by the time you step out again it's on that '6th tick'. Nice! Ty for the explanation, I will use that moving into the collo speeds for my GM back 💪
when can we expect FQF? your inferno guides were huge in people getting their first capes
Random question how do you get your fps so high?
I need to be able to go slow first until i can go fast atm. These times are crazy i think the record is around 16 and a half mins i heard
16:10.2! Gnome got a sick run earlier today I believe, means speeds will have to adjust setups slightly to compete for s16 now
Why is venator used in Col runs but not in inferno runs?
Because...
The Fremmy Mager gets one-shot (they take max hits in correct styles).
Inferno NPC's have less HP and Defence, making chins superior and Venator have less HP to work through/less bounce targets.
Inferno is more optimised such that 1 inventory slot in the form of Venator isn't as viable.
Inferno recently got updated plugin thing that colors dead NPC's, venator bounces do not work well with the plugin.
Venator just doesn't have as many useful setups/use cases compared to Colosseum due to the starting positions and player ability to instantly on-tick npcs (they have time to drag to good spots in Col, but don't move cus los for Inferno.
There's even more to it but thats already 5 major reasons why it just doesn't quite cut it.
wow thanks so much for such a thorough explanation@@aatykon
You helped me get my infernal cape now drop a guide for the quiver haha
FQF when? There’s no guides out that show how to deal with all the different stacks and stuff currently 😭
insane
Yikes.. this is a killer run I just hate to see that no monkey beat It and posted before I saw yours. How long was this the WR
This was never rec, just my first s18 and a rly nice run.
Beast!
What’s the point of remedy?
removes divine effect, allowing 13 mins of boost compared to only 5, it's minimal as heck.
gamer
nice nap
How in the world did you survive 2 off-pray jaguar warrior that guy 1 hits me every time L O L
Two things:
1: defence
2: if I died you wouldn't see the run on UA-cam:) for every upload there's 200 deaths.
@@aatykon gamer
Gnomonkey just did 17:32
Its a competition? :o
Yeah s17:30 a nice goal rn, every 30s is pretty big in the early 1-2 weeks.
s17 can defo happen, paced for it once or twice as have a few others.
w2 & 4 skip rng isn't in favor though, very painful to reset for 5 hours of every day.
Speedruns are pretty much always an ongoing competition, yeah
yo
gnomonkey beat u
who?
@@aatykon the guy outpacing u bro u know
Sorry not sure I know the name, is that the egirl who likes solo tob?
Who cares ffs