Strategies for Glacor
After completion of Ritual of the Mahjarrat, players can kill glacors, powerful ice elementals residing in the Glacor Cave. Glacors are fairly powerful for their combat level of 112, but are the only monsters to drop steadfast boots, glaiven boots, ragefire boots, and shards of Armadyl that can be used to make Armadyl runes or the Armadyl battlestaff. Glacors are also a good source of crimson charms and blue charms.
Glacors are unusual in that they must be soloed; only one player may fight a glacor at a time. However, groups of players can individually kill glacors together.
Getting there[edit | edit source]
The fastest way to reach the Glacor Cave is by fairy ring (code: DKQ). Fairy rings are scattered all across RuneScape, though they may be most easily reached with the TokKul-Zo's teleport to the TzHaar Fight Cave, the ring of slaying's teleport to the Fremennik Slayer Dungeon, or by using the Fairy ring in the Amlodd sector of Prifddinas, just west of the summoning obelisk. The TokKul-Zo's teleport is recommended due to its extreme proximity to a bank. The Portable fairy ring can be useful for teleporting to the Glacor Cave aswell, being able to teleport you straight from a bank.
Overview[edit | edit source]
Offence[edit | edit source]
Glacors primarily attack with Ranged and Magic attacks that can each hit more than 1100 damage and are quite accurate. They can also attack with melee, though they will only do so if players move within melee distance of them. At range, a glacor will only attack with one style at a time. They will not switch between attack styles while in combat, except when they use their special attack (after which they will always switch to their ranged attack). The Ranged attack, fired from their right arm, looks like an icicle. The Magic attack, which glacors shoot from their left arm, appears to be a blue orb. In addition to dealing damage, the Magic attack has a chance to freeze players in place for about five seconds. This only counts as a bind rather than a stun, so Anticipation does not offer protection from it; however, Freedom can be used to escape it. Glacors also have another freezing attack which they only use when within melee distance. This freezing attack has similar properties to that of the enhanced ice titans summoned by Lucien during Ritual of the Mahjarrat; players who do not break out in time will be dealt around 1,000 damage. Escaping requires the player to click as fast as possible in order to break the ice, similar to the method used to escape the ice titans.
In addition to their Ranged and Magic attacks, glacors have a special attack in which they slam both arms down onto the ground and fire a large group of icicles. These icicles will target the square in which you're standing when they are fired; if you do not move out of the way before they hit, they will deal damage equal to 50% of your remaining life points. Resonance will block this damage, though it will not heal you. After using their special attack, glacors will always switch to their ranged attack.
When the glacor is reduced below half health, its attack speed will increase slightly from speed 5 to speed 6.
Defence[edit | edit source]
Glacors have very high defence against melee and Ranged attacks, but are weak to Magic. Glacors are immune to ice spells from the ancient magicks, however fire and blood spells will deal 50% more damage to them. Additionally, glacors are immune to rebound damage, such as from deflect curses and Reflect. Glacors will not move around the area unless you run out of range of their attacks, at which point they will move enough to continue attacking you.
When a glacor is reduced to half its health, it will summon three glacytes, detailed below. The glacor is invincible until its glacytes are killed, though it will still attack you. Once the glacytes are defeated, you can once again damage the glacor, though it will inherit the trait of the glacyte that was killed last.
Glacytes[edit | edit source]
At half health, a glacor spawns three glacytes, smaller versions of the glacors. Each of them attacks with melee, hitting up to 640, and has a special ability, as detailed below:
- The sapping glacyte will drain 20 Prayer points with a successful melee attack.
- The unstable glacyte will periodically violently explode, dealing damage equal to one third of your remaining life points if you are adjacent to it. A blue-and-yellow bar, similar to the adrenaline bar, will appear over an unstable glacyte's head and slowly fill to indicate the time remaining until the explosion. The explosion will only damage players who are within a 3x3 grid of the glacyte. Regardless of whether the explosion hurts you, it will damage the glacyte for 90% of its remaining life points. After about ten seconds, the glacyte will begin regenerating its life points back to approximately half and begin filling up the bar again.
- The enduring glacyte has damage reduction that scales inversely with its distance from the glacor. The closer the glacyte is to the glacor, the stronger its damage reduction; while it stands next to the glacor, it is virtually immune to damage. To kill this glacyte, lure it far enough to deal enough damage. If far enough from the glacor, it will take full damage.
The glacytes may be killed in any order. However, the glacor will inherit a trait similar to that of glacyte that was killed last:
- If the sapping glacyte is killed last, each of the glacor's attacks will drain 50 prayer points.
- If the unstable glacyte is killed last, the glacor will periodically explode in the same manner as the glacyte. However, the glacor's explosion has a diameter of 5 squares, rather than the glacyte's explosion's 3-square diameter. After it explodes, the glacor will regenerate its health, up to about 1/3rd of its maximum life.
- If the enduring glacyte is killed last, the glacor will gain 60% damage reduction.
Since players are advised not to use melee when fighting glacors, it is best to kill the unstable glacyte last. As long as the player does not stand near the glacor, the explosion will have no effect on the player. Killing the sapping glacyte last is very expensive, as it will result in the glacor rapidly draining the player's prayer points, while killing the enduring glacyte last will greatly reduce the speed at which kills are obtained.
Requirements[edit | edit source]
- Completion of Ritual of the Mahjarrat, which carries many skill level and quest requirements; see the quest's article for details.
Suggested skills[edit | edit source]
Equipment[edit | edit source]
Inventory[edit | edit source]
- Boosting potions in potion flasks: Super magic flasks and super defence flasks; or grand magic potions or extreme magic flasks and extreme defence flasks; or overload flasks
- Prayer renewal flasks or super prayer renewal potions and prayer potion flasks or super restore potions
- The charming imp, optionally, to easily collect charms (can also be worn in the pocket slot or the tool belt)
- Some food for emergencies
- An emergency teleport
Prayers[edit | edit source]
Players with 92+ Prayer should use Soul Split constantly. Glacors' Ranged and Magic attacks are very accurate, hitting hard and often even at 99 Defence with level 80 armour. Soul Split helps mitigate the high amounts of damage they deal and can even sustain your life points on its own, provided that you are able to deal enough damage to keep up. if Soul Split is your only source of healing then you should try not to get hit by the glacor's special or the unstable glacyte's explode, as it is difficult to heal back.
Players without Soul Split should switch between Deflect Magic and Deflect Missiles in order to reduce the damage dealt by the glacors' attacks. Keep an eye on the glacor and watch for it to switch attack styles; it uses Ranged with its right arm (left arm from the perspective of a player facing a glacor) and Magic from its left arm (right arm from said perspective). If using this method it is advised to bring a vampyrism aura to keep you alive.
Stat boosting prayers or curses should also be used when possible, as torment and augury will increase the player's damage output, and hence, kills per hour.
Familiars[edit | edit source]
Combat familiars, such as steel titans, are not recommended for killing glacors due to the glacors' high defence against non-Magic attacks. If you opt to bring a familiar, use a beast of burden such as a war tortoise or pack yak to carry extra supplies, or a healing familiar such as a bunyip or unicorn stallion for extra health.
Abilities[edit | edit source]
See Revolution/Bars for general damage-per-second setups. Depending on the speed at which you can bring glacors down to half health (20k damage), it is worth considering whether or not to focus on building up for ultimates or just use thresholds. Here follows an individual breakdown of each Magic ability's relative usefulness at glacors.
- Wrack: Wrack should be used while other abilities are on cooldown. Despite being the 'weakest' ability it is still reasonably powerful, has a very fast cooldown, and no other drawbacks.
- Dragon Breath: This is a powerful basic ability, however some caution needs to be taken not to kill the wrong glacyte(s) with it.
- Sonic Wave: If using a staff, this is another good, foundation basic ability that can buff the accuracy of your next attack.
- Concentrated Blast: If dual-wielding, this ability provides high damage per second due to its rapid hits. However, as it is a combo attack, it is less efficient at generating adrenaline.
- Impact: It hits slightly harder than Wrack. Glacors and glacytes are immune to stuns.
- Combust: Combust is excellent for its guaranteed level of damage if it hits. Glacors cannot deal 'stomp' damage, so briefly running under them to cause them to move will double the damage. Avoid using it when the glacor is almost at half health or almost dead, as some of the hits will otherwise be wasted. Use it on the enduring glacyte as soon as the Glacor spawns them and lure it away from the Glacor to deal double damage.
- Chain: Like Impact, it hits slightly harder than wrack. It is generally recommended to avoid using this ability in a Revolution setup, instead it should be controlled manually, because of its potential to kill the wrong glacyte.
- Surge: This ability may be used to more easily escape from the glacor's special attack or an unstable glacyte.
- Asphyxiate: This is the best ability for damage, particularly against the glacor. Optimally, activate it when you initially attack the glacor, and again after you kill the glacytes; this prevents wasted hits when the glacor dies or becomes invincible. To maintain high DPS, use another ability immediately before the last hit lands (both hits will then land at once), otherwise your character will unnecessarily pause for 3-4 ticks after the last hit.
- Wild Magic: This ability has excellent damage output. This deals less damage than Asphyxiate, but it is delivered more quickly, allowing for other abilities to be used in place of Asphyxiate's channeling hits resulting in a higher damage per second. A good strategy is to employ this ability against the enduring glacyte after luring it far enough away from the glacor, killing it quickly and eliminating the worry of accidentally killing it last.
- Detonate: This ability is generally not useful against glacors. Its high damage is offset by a long charging period, and while it is charging, you cannot move away from the unstable glacyte or the icicle attack without interrupting it. Also, due to its low range, it is only effective against the glacytes, which you generally want you kill one at a time anyway unless you are already killing glacors very quickly. It also must be used manually.
- Omnipower: This is not recommended. You should instead stall adrenaline to use thresholds or other ultimates against the next glacor.
- Metamorphosis: This and Sunshine are the best of the Magic ultimate abilities, though Asphyxiate and Wild Magic are better for pure damage, as they doesn't drain your adrenaline to zero. Metamorphosis provides somewhat more flexibility over Sunshine but is significantly shorter in duration. While under the effects of Metamorphosis or Sunshine, Asyphixiate can cause devastating damage to a glacor.
- Tsunami: This is not useful with normal setups. Comparable to Detonate, but it also drains adrenaline below threshold levels. Even with a full Tuska's set or Biting 3, its adrenaline bonuses on critical hits are unlikely to offset its cost and comparably low damage.
- Sunshine: This ability deals more damage than Metamorphosis because it lasts 10 seconds longer. Its area damage only applies to your primary target at the time of casting, so make sure not to be targeting the wrong glacyte. The sunshine circle appears much smaller than its area of effect actually is, it creates a 7x7 area which should be large enough to dodge special attacks.
Tanking[edit | edit source]
Tanking glacors with a one-handed weapon and a shield is a viable strategy that exchanges killing speed for sustainability. In addition to the extra armour and life points granted by a shield, certain defensive abilities are very helpful. Reflect gives you 50% damage reduction for 10 seconds, though the glacors and glacytes are immune to rebound damage. Resonance may be used for extra health, but it will not heal from the icicle attack, only block its damage. If you are going to use Resonance, make sure the glacor is firing a normal attack first. Revenge can be useful when the glacytes are attacking you to give you a quick boost in damage. Rejuvenate will heal you 40% of your life points with a shield equipped.
The best shield to use when tanking is the arcane spirit shield, which offers 30% damage reduction in exchange for depleting a small amount of prayer when taking damage. This shield can be combined with the Penance aura, which will restore enough prayer to completely negate the arcane spirit shield's prayer draining. Otherwise, prayer renewals and prayer potions may be used to offset the extra prayer loss. The spectral spirit shield is a cheaper shield with the same stats as the arcane, but without the additional damage reduction.
Strategy[edit | edit source]
Quick tips to remember when fighting glacors:
- Be careful when using combo attacks! If you start using Asphyxiate and the glacor fires its special icicle attack, you'll either have to move out of the way, wasting some of Asphyxiate's attacks, or finish the ability and take heavy damage. If you use Sunshine and the glacor fires an icicle while you are casting, even if you click away your character will appear to stay still. this can be disconcerting, but you will not be hit by the attack if you click away in time.
- Keep a fair distance away so that you can spot the special icicle attack and move out of the way and so you can also kill the enduring glacyte faster.
- Place Freedom on the action bar. Use it when frozen to escape the icicle attack or the unstable glacyte's explosion.
- Be careful not to kill the enduring glacyte last, as otherwise the second half of your kill will take much longer and waste food and prayer points.
The battle with a glacor can be summarised into three distinct stages. Stage 1 is taking down the first half of the glacor's life points. Stage 2 involves killing the glacytes. Stage 3 is about finishing off the glacor itself.
Don't forget that your combat abilities will always be boosted when fighting glacors, due to residual energy from the Stone of Jas. This enhancement functions as an invisible boost, rather than a boost to skill levels.
Stage 1[edit | edit source]
This stage is relatively simple and should go quickly. Turn on prayers, attack the glacor, and begin cycling through abilities (e.g. auto>Wrack>Concentrated Blast>Wrack>Impact>Wrack), or use Asphyxiate if it is off cooldown. The best time to use Combust, Concentrated Blast, and Asphyxiate, which deal their damage in multiple hits, is early on. Watch for the glacor's icicle attack and dodge it at all costs. If you've been frozen by the Magic attack and need to dodge the icicle attack, use Freedom; otherwise, save it for dodging the icicles or the unstable glacyte.
It is advised to start the fight as far away from the glacor as possible. Once Stage 2 begins, the Enduring Glacyte will take more damage the further away from the glacor it is.
Stage 2[edit | edit source]
When the glacytes spawn, you should know the order in which you wish to kill them. Avoid killing the enduring glacyte last, or the glacor will gain 60% damage reduction, substantially increasing the kill time. Therefore you must choose between killing the unstable glacyte and the sapping glacyte last. Each has its advantages and disadvantages: If you kill the sapping glacyte last, your kill speed in stage 3 won't be affected, but the glacor will quickly drain your prayer with its attacks, placing further strain on your supplies. If you kill the unstable glacyte last, the glacor will periodically explode, which can easily be avoided by keeping away from it. However, the life point regeneration aspect may increase your kill time if you cannot kill the glacor before it heals. In addition, if you kill the unstable glacyte last, you will have to be diligent in avoiding it, as it is very difficult to kill all three glacytes before the unstable glacyte explodes. In general, killing the unstable glacyte last is the most effective method, however, as the prayer drain from the sapping glacyte will considerably reduce profits.
Whichever glacyte you choose to save for last, kill the enduring glacyte second. If you choose to kill the sapping glacyte last, kill the unstable glacyte first so that you don't have to worry about it exploding next to you. If you choose to kill the unstable glacyte last, kill the sapping glacyte first in order to minimise the amount of prayer points that it drains. The best time to kill the unstable glacyte is right after it explodes, at which point it will only have about 400 health and can be easily killed in one hit. A player with a high Magic level and a strong weapon can usually kill the other two glacytes before the unstable glacyte explodes. Remember that you have to lure the enduring glacyte away from the glacor, as otherwise it will be impervious to all damage.
Don't forget, the glacor will still attack during this stage! Keep an eye out for the icicle attack. If players do not wish to block the Glacor, the ability Debilitate will prove useful, as the effect is activated as long as it hits.
Stage 3[edit | edit source]
Stage 3 is much like stage 1, except that you must deal with the glacor's inherited ability and slightly faster attacks. If it inherited the unstable ability, keep at least three squares away from it at all times, or else you can be caught in the blast. If the glacor inherited the sapping ability, fight it normally, but keep an eye on your Prayer points. If you accidentally killed the enduring glacyte last, watch your health, as the reduced damage you deal means that soul split will not be as effective in healing you.